External memory system having programmable graphics processor for use in a video game system or the like

ABSTRACT

A fully programmable, graphics microprocessor is disclosed which is designed to be embodied in a removable external memory unit for connection with a host information processing system. In an exemplary embodiment, a video game system is described including a host video game system and a pluggable video game cartridge housing the graphics microprocessor. The game cartridge also includes a read-only program memory (ROM) and a random-access memory (RAM). The graphics coprocessor operates in conjunction with a three bus architecture embodied on the game cartridge. The graphics processor using this bus architecture may execute programs from either the program ROM, external RAM or its own internal cache RAM. The fully use programmable graphics coprocessor has an instruction set which is designed to efficiently implement arithmetic operations associated with 3-D graphics and, for example, includes special instructions executed by dedicated hardware for plotting individual pixels in the host video game system&#39;s character mapped display which, from the programmer&#39;s point of view, creates a “virtual” bit map by permitting the addressing of individual pixels—even though the host system is character based. The graphics coprocessor interacts with the host coprocessor such that the graphics coprocessor&#39;s 16 general registers are accessible to the host processor at all times.

CROSS REFERENCE TO RELATED APPLICATIONS

[0001] This application is related to the concurrently filed applicationSer. No. ______, by San et al, entitled “Programmable Graphics ProcessorHaving Pixel To Character Conversion Hardware For Use In A Video GameSystem Or The Like” (Atty. Docket No. 1248-4). and concurrently filedapplication Ser. No. ______, by San et al, entitled “Graphics Processorwith Enhanced Memory Control Circuitry For Use In A Video Game System OrThe Like” (Atty. Docket No. 1248-5).

FIELD OF THE INVENTION

[0002] The invention generally relates to an information processingapparatus including a unique, external memory unit having a programmableprocessor embodied therein. More particularly, the invention relates toa removable, external memory unit having a program memory storing aprogram to be executed in part by a host processing system, e.g., avideo game system, and in part by a programmable microprocessor designedto enhance the high speed graphics processing capabilities of the hostsystem.

BACKGROUND AND SUMMARY OF THE INVENTION

[0003] Prior art video game machines having an 8-bit microprocessor andan associated display processing subsystem embodied in a video gamecontrol deck typically generate graphics by prestoring characters in agame cartridge in the form of 8-bit by 8-bit matrices and by building ascreen display using various programmable combinations of theseprestored characters. Such prior art video game systems typically havethe capability of moving the entire display background as well as anumber of player-controlled “moving objects” or “sprites”.

[0004] Such prior art systems do not have the capability of practicallyimplementing video games which include moving objects made up ofcombinations of polygons which must be manipulated, e.g., rotated, and“redrawn” for each frame. The prior art 8-bit processor and associateddisplay processing circuitry in such systems are not capable, forexample, of performing the calculations required to effectively rotatethree-dimensional, polygon-based objects or to appropriately scale suchrotating objects to generate 3-D type special effects. The presentinventors have recognized that sophisticated graphics require updatingthe screen on a pixel-by-pixel basis and performing complex mathematicson a real time basis. Such prior art character based video game machinesare not capable of performing such tasks.

[0005] The prior art 8-bit video game machines also can not effectivelyperform other graphics techniques which require rapidly updating thescreen on a pixel-by-pixel basis. For example, such systems can noteffectively map an object onto a displayed polygon which is part of yetanother displayed object (hereinafter referred to as “texture mapping”)in three-dimensional space.

[0006] In an effort to improve the graphics capabilities over prior art8-bit machines, video game systems have been designed using morepowerful 16-bit processors. Such 16-bit processors provide the videogame system with a mechanism for performing the mathematics required formore sophisticated graphics. Such systems, for example, permit moresophisticated color generation and better graphics resolution. Such16-bit video game machines are character-based systems which permit theimplementation of a wide range of video games that can be pre-drawn intocharacter-based or sprite graphics. Such 16-bit video game systems alsopermit the movement of multiple colored background planes at high speedswith moving objects disposed in back, or in front, of such planes.

[0007] However, such prior art 16-bit video game machines do not permitthe practical implementation of advanced video games having 3-D typespecial effects which display sophisticated objects made up of polygonsthat must change during each frame. For example, games which requiremany fully rotating objects or sprites that must be enlarged and/orreduced on a frame-by-frame basis are not practically realizable in suchprior art character-based 16-bit machines. The inventors have recognizedthat, in order to effectively implement such games involving fullyrotating and scaled, polygon-based objects, it is necessary to draw theedges of polygons and fill in such polygon-based objects withappropriate data on a pixel-by-pixel basis. Such tasks, which must bedone on a pixel-by-pixel basis, consume a great deal of processing time.

[0008] In the prior art, removable game cartridges have been modified toimprove game sophistication by permitting existing processors to addressa larger program memory address space than the existing number ofaddress lines associated with the host microprocessor would otherwisepermit. For example, such prior art 8-bit systems have utilized gamecartridges including multi-memory controller chips which perform memorybank switching and other additional functions. Such memory bankswitching related chips, however, are not capable of enabling the videogame system to do high speed graphics processing of the nature describedabove.

[0009] The present invention addresses the above-described problems inthe prior art by providing a unique, fully programmable, graphicsmicroprocessor which is designed to be embodied in a removable externalmemory unit for connection with a host information processing system. Inan exemplary embodiment described herein, the present invention isembodied in a video game system including a host video game system and avideo game cartridge housing the graphics microprocessor.

[0010] The graphics microprocessor and the video game system describedherein include many unique and advantageous features, some of which aresummarized below.

[0011] In accordance with the present invention, a unique graphicsprocessor is pluggably connected to a host microprocessor. In order tomaximize processing speed, the graphics processor may operate inparallel with the host microprocessor. In one exemplary embodiment, thegame cartridge in which the graphics coprocessor resides also includes aread-only memory (ROM) and a random-access memory (RAM).

[0012] The graphics coprocessor of the present invention arbitratesmemory transactions between its own needs and data fetches from the hostmicroprocessor. The processor is capable of executing programssimultaneously with the host microprocessor to permit high speedprocessing, heretofore not achievable in prior art video game systems.

[0013] The graphics coprocessor of the present invention operates inconjunction with a three bus architecture embodied on the game cartridgewhich permits effective utilization of the RAM and ROM cartridgememories by optimizing the ability of both the host and cartridgeprocessors to efficiently use such memory devices.

[0014] The fully user programmable graphics coprocessor of the presentinvention includes a unique instruction set which is designed to permithigh speed processing. The instruction set is designed to efficientlyimplement arithmetic operations associated with 3-D graphics and, forexample, includes special instructions executed by dedicated hardwarefor plotting individual pixels in the host video game system's charactermapped display.

[0015] Many of the instructions in the instruction set are capable ofbeing executed in one machine cycle and are designed to be stored in onebyte of program ROM. However, the instructions may be made more powerfulthrough the use of special purpose, prefix instructions.

[0016] The instruction set includes unique pixel-based instructionswhich, from the programmer's point of view, create a “virtual” bit mapby permitting the addressing of individual pixels—even though the hostsystem is character based. The pixel data is converted on the fly by thegraphics processor. to character data of a format typically utilized bythe host character based 16-bit machine. Thus, for example, although theprogrammer may use a unique “PLOT” instruction to plot a pixel, whenrelated data is read to RAM, the data is converted to a character-basedformat which the 16 bit host machine is able to utilize. Special purposepixel plotting hardware executes this instruction to efficiently permithigh speed 3-D type graphics to be implemented.

[0017] The graphics coprocessor of the present invention also includes aunique “CACHE” instruction and a cache memory mechanism which permitprogram instructions stored in the program ROM to be executed at highspeed by the graphics coprocessor from cache RAM. The CACHE instructionpermits a programmer to automatically initiate the execution of programout of the graphics coprocessor internal cache RAM by delineating thatpart of the program which is to be executed at high speed.

[0018] The instruction set also includes special purpose instructionsdesigned to aid in programming the graphic techniques required toimplement video games having sophisticated 3-D type features. Suchinstructions include the above-described pixel PLOT instruction and aMERGE instruction, designed to permit merging of sprite data stored indifferent registers to more efficiently permit rotation of displayedobjects or and texture mapping.

[0019] Special purpose instructions permit the buffering of data topermit parallel processing by the host microprocessor and the graphicscoprocessor of the present invention. For example, a special purposeinstruction is utilized for enhancing processing speeds, to compensatefor the relatively slow access time ROMs utilized in game cartridges. Inthis regard, the graphics processor uses an instruction in which anyreference to a predetermined general register (e.g., a register R14 inthe exemplary embodiment) automatically initiates a data fetch from ROM.While such ROM accesses are taking place, other code may be executed.Some cycles later, the fetched data will be available. However, in themeantime, the processor did not have to wait for such data but ratherwas able to accomplish other tasks thereby allowing for very fastexecuting code to be written.

[0020] In order to efficiently handle subroutine linkage, the graphicscoprocessor of the present invention also includes a LINK instructionwhich operates to load the address of the instruction to be executedafter the subroutine has been completed into the program counter R15 atsuch time of completion.

[0021] The instruction set includes a RAM store-back instruction. Inaccordance with this instruction, after data is read from RAM and anoperation is performed on such data, a RAM controller within thegraphics coprocessor initiates an updated data store-back operation atthe appropriate last used RAM address. This one cycle store backinstruction may be advantageously used to efficiently update blocks ofdata.

[0022] The graphics coprocessor of the present invention also includesinstructions which automatically permit the reading or writing from RAMusing the least significant byte followed by the most significant byte.This mechanism serves as a programming aid in providing compatibilitywith data stored of either format without having to perform any datatransposition.

[0023] The graphics processor of the present invention may be set to anumber of different plotting modes by modifying an internal processorstatus register. Such modes include a dithering mode which enables thegeneration of programmable shading effects, where each alternate pixelcontains a different color. Another selectable mode permits high and lownibble selection for colors to permit two sprites to be stored in memoryin a space which would otherwise be taken up by one sprite.

[0024] The present invention includes many unique hardware features. Forexample, the graphics coprocessor includes special purpose plottingcircuitry which includes enhanced pixel data buffering through the useof on-chip RAM. Such data buffering minimizes the amount of read orwrite transactions to the external data RAM and enhances the speed atwhich displayed polygons may be “filled” with appropriate data.

[0025] In addition to the read buffering feature which is initiated uponany access to register R14 as described above, the graphics coprocessorof the present invention also includes write buffering features in whichdata to be written to the game cartridge RAM is buffered to enable thecentral processing of the Mario chip to execute other instructions asrapidly as possible.

[0026] The graphics coprocessor of the present invention also includessixteen registers, R0-R15, which are accessible to both the graphicsprocessor and the host processing system. Register R0 is a defaultregister which need not be expressly identified in an instruction andwhich serves as an accumulator. Register R15 serves as a programcounter. Register R14 is the register referred to above which, ifaccessed, automatically initiates a data fetch from ROM. Special prefixinstructions may be used to define the source and/or destinationregisters. The graphics coprocessor of the present invention interactswith the host coprocessor such that the graphics coprocessor's registersare accessible to the host processor.

[0027] A unique three bus architecture associated with the graphicscoprocessor permits a high degree of parallelism. The 3 buses includethe host processor bus, a ROM bus, and a RAM bus. These buses arephysically separate and may be used simultaneously. Each bus includesaddress lines, data lines, and control lines. The host processor busincludes address lines, data lines, and control lines which supply awide range of signals required within the graphics coprocessor. Thegraphics processor of the present invention using this bus architecturemay execute programs from either the program ROM, external RAM or itsown internal cache RAM.

[0028] The graphics coprocessor interfaces with the host microprocessorusing various arbitration modes. In this regard, by loading a logical“1” in a predetermined graphics processor status register position, anarbitration mode is set by the host processor to indicate that the hostprocessor has given up access to the game cartridge's ROM and RAM.

[0029] The present inventors have recognized that, even undercircumstances where the host processor has given up access to a ROM andRAM by appropriately setting the status register, interrupts maynevertheless occur where the host processor may initiate a ROM access tofetch an address of a routine for handling such an interrupt. Under suchcircumstances, the graphics processor operates to provide the hostmicroprocessor with a working RAM address instead of the program ROMaddress, causing the host processor to access its own internal workingRAM. This technique keeps the host processor from addressing the programROM at the time when the graphics coprocessor is executing from programROM.

[0030] When the host processor needs to access the cartridge RAM, thegraphics coprocessor status register is set such that the graphicscoprocessor is unable to access RAM, thereby enabling the host processorto access whatever information is required from RAM and to thereafterswitch the graphics coprocessor to a state where access to RAM ispossible. However, it is desirable for the coprocessor to utilize ROMand RAM on the cartridge to the maximum extent possible due to itsfaster processing speed.

[0031] The graphics coprocessor of the present invention is designed toefficiently transfer pixel information loaded in the character data RAMto the host processor video RAM for display. The video RAM is nothowever, directly accessible to the graphics coprocessor through anycartridge bus. Such transfer must occur through using the direct memoryaccess (DMA) circuits of the host processor.

[0032] The graphics coprocessor of the present invention receivesseveral clock signals from the host information processing system.Timing within the graphics coprocessor is driven by one of the theseclocks.

[0033] As an optional feature of the present invention, circuitry withinthe graphics coprocessor permits the processor to be reconfigured toaccount for future modifications depending upon the state of signalsreceived via output address lines which are used as configurationsetting input lines immediately after power-on reset. The values ofoption setting resistors coupled to these address lines are read by thegraphics coprocessor. These signals are used to define, for example, thetype of RAM chip that is being utilized with the graphics processor,e.g., static RAM or dynamic RAM.

[0034] These and other aspects and advantages of the present inventionwill become better understood from the following detailed description ofthe present exemplary embodiment of the present invention when taken inconjunction with the accompanying drawings of which:

BRIEF DESCRIPTION OF THE DRAWINGS

[0035]FIG. 1 is a block diagram of an exemplary external memory systemin accordance with an exemplary embodiment of the present invention;

[0036]FIG. 2 is a block diagram of an exemplary host processing systemfor use with a graphics coprocessor of the presently preferred exemplaryembodiment;

[0037]FIG. 3 is a perspective view showing an exemplary mechanicalconfigurations of a game cartridge housing a graphics coprocessor and abase unit housing the host processing system;

[0038]FIGS. 4A and 4B are a block diagram of the graphics coprocessor inaccordance with the presently preferred exemplary embodiment;

[0039]FIG. 5 is a flowchart delineating the sequence of operationsperformed by the host processing system for initiating graphicscoprocessor operation;

[0040]FIG. 6 is a more detailed block diagram of the arithmetic andlogic unit shown in FIG. 4A;

[0041]FIG. 7 is a more detailed block diagram of exemplary pixel plotcircuitry of the type shown in FIG. 4A;

[0042]FIG. 8A is a block diagram showing the input signals received bythe plot controller and the output signals generated by the plotcontroller;

[0043]FIG. 5B is a color matrix element contained within the colormatrix in the pixel plot circuitry;

[0044]FIG. 8C depicts timing, control and data signals associated withthe pixel plot circuitry;

[0045]FIG. 9 is a more detailed block diagram of the RAM controllershown in FIG. 4A;

[0046]FIG. 9A shows exemplary timing, control and data signalsassociated with the RAM controller shown in FIG. 9;

[0047]FIG. 10 is a circuit diagram illustrating the arbitration logicshown in FIG. 9;

[0048]FIG. 11 is a diagram of resynchronizing circuitry in an exemplaryembodiment of the graphics coprocessor of the present invention;

[0049]FIG. 12 illustrates timing signals associated with theresynchronizing circuitry of FIG. 11;

[0050]FIG. 13 is a more detailed block diagram of the ROM controller ofthe graphics coprocessor of the present invention;

[0051]FIG. 14 is a block diagram of the cache controller of the graphicscoprocessor in accordance with an exemplary embodiment of the presentinvention;

[0052]FIG. 15A is a block diagram showing the instruction decodingrelated circuitry of the graphics coprocessor of the present invention;

[0053]FIG. 15B shows exemplary timing signals demonstrating theoperation of the look-ahead logic in FIG. 15A;

[0054]FIGS. 16 and 17 are block diagrams showing the register controllogic of the graphics coprocessor in accordance with an exemplaryembodiment of the present invention;

[0055]FIG. 18 is an exemplary flowchart delineating the sequence ofoperations of the graphics coprocessor in carrying out a polygongenerating tasks;

[0056]FIGS. 19, 20 and 21 are exemplary displays which may be generatedof polygon-based objects to illustrate scaling and rotation features inaccordance with an exemplary embodiment of the present invention.

DETAILED DESCRIPTION OF EXEMPLARY EMBODIMENT OF THE PRESENT INVENTION

[0057] In accordance with the present exemplary embodiment, the graphicscoprocessor of the present invention interacts with a 16-bit video gamesystem commercially sold by Nintendo of America, Inc. as the SuperNintendo Entertainment System (Super NES). The Super NintendoEntertainment System is described in part in U.S. application Ser. No.07/651,265, entitled “Video Processing Apparatus” which was filed onApr. 10, 1991 and U.S. application Ser. No. 07/749,530, filed on Aug.26, 1991, entitled “Direct Memory Access Apparatus and External StorageDevice Used Therein”. These applications are expressly incorporatedherein by reference. It should be understood that the present inventionis not limited to Super NES related applications and may be used withother video game systems or other, non-video game, informationprocessing apparatus.

[0058] For ease of reference purposes only, the graphics processor inaccordance with the present exemplary embodiment is referred tohereinafter as the “Mario chip”. The Mario chip is described in thepresently preferred exemplary embodiment as being packaged within avideo game cartridge. It should be understood that it is not essentialto the present invention for the Mario chip to be housed in the samecartridge case as the program memory as long as it is connected, in use,to a program memory and to the host processing unit.

[0059]FIG. 1 shows an exemplary video game cartridge/external memorysystem in accordance with an exemplary embodiment of the presentinvention. The game cartridge includes a printed circuit board (notshown) on which all of the FIG. 1 components are mounted. The cartridgeincludes an array of connector electrodes 1 disposed at an insertion endof the printed circuit board for transmitting signals to and from theSuper NES main control deck. The array of connector electrodes 1 isreceived by a mating connector disposed in the Super NES main controldeck.

[0060] In accordance with the present exemplary embodiment, the Mariochip (graphics coprocessor) 2 embodied on the game cartridge is a 100 to128 pin integrated circuit chip. The Mario chip receives many control,address and data signals from the host processing system (e.g., theSuper NES). For example, the Mario chip 2 receives a 21 MHz clock inputfrom the host processing system via pin P112; and a system clock inputwhich may be 21 MHz (or another predetermined frequency) via pin P117.The system clock input may be used, for example, to provide the Marioprocessor with memory timing information for host CPU memory accessesand to provide clock signals for timing operations within the Mariochip. The Mario chip 2 also includes an optional, external clock input(pin P110) which couples the Mario chip to an external crystal 4, todrive the Mario CPU, for example, at a higher frequency clocking ratethan the 21 MHz received from the host system.

[0061] Host CPU address inputs (HA) are coupled to the Mario chip 2 viapins P37 to pins P62 from the host processing system (e.g., Super NESCPU/Picture Processing Unit PPU) address bus. Similarly, data inputs(ED) from the host system are coupled to the Mario chip 2 via pinsP65-P72 from the host CPU data bus. The Mario chip 2 additionallyreceives from the host CPU a memory refresh signal RESH via P119, areset signal via pin P118 read and write control signals via pins P104,P105. The Mario chip generates an interrupt request signal IRQ andcouples the signal IRQ to the Super NES via pin P120. Other controlsignals are received from the Super NES such as a ROMSEL signal via pinP106 which may, for example, initiate a host program ROM 10 access.Additionally, the cartridge includes an authentication processor 3 whichexchanges data with a Super NES authenticating processor on input I,output 0, and reset R lines. The authenticating processor 3 and thesecurity system used to authenticate game cartridges may be of the typeshown in U.S. Pat. No. 4,799,635, which patent is incorporated herein byreference.

[0062] The Mario chip is coupled to RAMs 6 and 8 via the RAM address bus(RAM A), and RAM address pins P74-P91 and the RAM data bus (RAM D) anddata pins P93-P100. These RAMs may be dynamic memory devices controlledin part using row address and column address strobe signals (RAS, CAS)coupled via pins P90 and P91, respectively. One or more static RAMs maybe utilized instead of dynamic RAMs and pins P90 and P91 would then beused to couple address signals to their respective RAMs without the rowaddress and column address strobe signals. A write enable controlsignals WE is appropriately coupled to RAM 6 and 8 via pin P107.

[0063] The read and write control signals (R, W) are generated by thehost CPU and coupled to the Mario chip via pins P104 and P105. Bymonitoring these read and write lines, the Mario chip can determine thenature of the memory access operation the Super NES CPU is attempting toperform. Similarly, virtually all address and control lines from thehost system are monitored by the Mario chip to keep track of what thehost CPU is attempting to do. The ROM and RAM addressing signalsreceived by the Mario chip are monitored and passed on to theappropriate memory device. In this regard, the ROM addresses are coupledto program ROM 10 via the ROM address bus and pin P2 to P26 and the RAMaddress is coupled to RAMs 6 and 8 via pins P74 to pins P91. The ROM andRAM data inputs from the host CPU are appropriately coupled to ROM 10via the ROM data bus and pins P28-P35 and via pins P93 to P100,respectively.

[0064] It should be recognized that the Mario chip may be utilized inconjunction with a wide range of different memory devices in addition tothe ROM and RAM's described herein. For example, it is contemplated thatthe Mario chip may be advantageously utilized in conjunction with videogame systems using CD ROM's.

[0065] For example, in FIG. 1, instead of using ROM 10, a CD ROM (notshown) may be used to store character data, program instructions, video,graphic, and sound data. A conventional-type CD player (also not shown)suitably connected to the Mario chip 2 to receive memory address signalsover address bus P2-P26 for accessing data and/or instructions over databus P28-P35. The specific structural and operational details of CDplayers and CD ROM storage systems are well known to those skilled inthe art. One advantage provided by CD ROM storage is a significantreduction in the cost of storage per byte of information. Data may bestored at a cost between 100 to 1000 percent less than storage onsemiconductor ROM. Unfortunately, the memory access/read time for CD ROMis even slower than that for semiconductor ROM.

[0066] The Mario chip uses a three bus architecture which permitsinformation on at least three buses to be utilized in parallel. In thisregard, in the game cartridge shown in FIG. 1, the Mario chip 2 iscoupled to a ROM bus (including ROM data lines, ROM address lines andcontrol lines), a RAM bus (including RAM address lines, data lines, andcontrol lines) and a host processor bus (including host address, dataand control lines).

[0067] The Mario chip architecture permits pipelined operations to occurto optimize throughput. In this regard, the Mario chip can be reading adata byte from ROM, while processing other data, while writing yetfurther data to RAM to permit 3-D related graphics to be performed veryefficiently. As is described further below, the Mario chip 2 uses a16-bit architecture internally and yet is designed to interface with8-bit ROM 10 and RAM 6, 8 chips. Internally, all internal data buses andinternal registers are 16-bits. Reads from ROM 10 and writes to RAM 6, 8are “buffered” and typically do not slow down program execution.

[0068] Similarly, the Mario chip 2 may access instructions and graphicsdata from CD ROM and write that information into RAM 6, 8 for subsequentDMA transfer into the video RAM of the host processor, e.g., Super NESpicture processing unit (PPU). Those skilled in the art will appreciatethat the Mario chip 2 may be programmed to coordinate transfer of datafrom the CD ROM directly to the video RAM of the PPU, bypassing the RAMstorage and access operations.

[0069] The extremely fast processing speed of the Mario chip 2 makes CDROM storage practical for graphics applications despite the long readaccess time of CD ROMs. Video and audio data are compressed usingconventional data compression techniques before storage on CD ROM. Datacompression and decompression techniques are well known to those skilledin the art. After accessing compressed data from the CD ROM, the Mariochip 2 decompresses the data using conventional data decompressionalgorithms in much shorter time periods than can be achieved byconventional graphics processors. Because it operates with a 21 MHzclock, the Mario chip 2 completes decompression within prescribed timeperiods for data transfer to RAM 6, 8.

[0070] Thus, large amounts of video and audio data are accessed (incompressed form) in typical CD ROM access time periods. However, theeffect of those relatively long access times is minimized because afterdata decompression by the Mario chip 2, the actual access time per databyte is significantly reduced. With the Mario chip 2 performingdecompression, the host graphics processor, e.g. the Super NES PPU, isfree to perform other processing tasks. Of course, if speed is not anissue for a particular application, the Mario chip 2 can access datafrom CD ROM in uncompressed form.

[0071] The cartridge may also include a battery backup when static RAMis used. A backup battery 12 is coupled to a conventional backup batterycircuit 14 via a resistor R to provide a backup voltage (RSRAM) forstatic RAM and a static RAM chip select signal RAMCS in case of loss ofpower to provide a data saving feature.

[0072] Additionally, coupled to the RAM address bus, are option settingresistors 16. In normal operation, the Mario chip address lines areoutput to RAMs 6 and 8. However, during reset or power-on operations,these address lines are used as input lines to generate either a high orlow signal depending upon whether they are tied to a predeterminedvoltage VCC or ground. In this fashion, a “1” or “0” is appropriatelyread into an internal Mario chip register. After reset, depending uponthe setting of these resistors, the Mario chip can determine (duringprogram execution), for example, the multiplier clocking rate, the RAMaccess time to which the Mario chip is coupled, the clocking rate to beused with other operations within the Mario chip, etc. Through the useof these option setting registers, the Mario chip is, for example,adaptable to be used with a number of different types of memory deviceswithout requiring any Mario chip design modifications. For example, if adynamic RAM setting is detected then refresh signals will be applied atappropriate times. Additionally, the option settings may be used tocontrol the speed at which, for example, the processor multipliercircuits operate and to permit other instructions to be executed by thegraphics processor at a faster rate than it is possible to executecertain multiply instructions. Thus by initiating a delayed multiplyexecution, the remaining instructions can run at a faster clock ratethan the rate otherwise possible (e.g., the processor may, for example,be clocked at 30 megahertz, whereas the option settings wouldeffectively cause the multiply instructions to be executed at 15megahertz).

[0073]FIG. 2 is block diagram of an exemplary host video game system towhich the exemplary game cartridge set forth in FIG. 1 is designed to becoupled. FIG. 2 may, for example, represent the Super NES currently soldby Nintendo of America. The present invention, however, is not limitedto Super NES related applications or systems having a block diagram suchas that shown in FIG. 2.

[0074] The Super NES includes within its control deck 20, a 16-bit hostCPU which may, for example, be a 65816 compatible microprocessor. TheCPU 22 is coupled to a working RAM 32, which may, for example, include128K bytes of storage. The CPU 22 is coupled to a picture processingunit (PPU) 24 which in turn is coupled to a video RAM 30 which may, forexample, include 32K words of storage. The CPU 22 has access to thevideo RAM 30 via the PPU 24 during vertical or horizontal blankingintervals. Thus, the CPU 22 can only access the video RAM 30 through thePPU 24 at times other than during active line scan when the PPU 24 isaccessing video RAM. PPU 24 generates a video display on a user'stelevision 36 from video RAM 30. CPU is also coupled to an audioprocessing unit APU 26 which is coupled to a working RAM 28. The APU 26which may comprise a commercially available sound chip generates thesounds associated with the video game program stored on the gamecartridge in ROM 10. The CPU 22 can only access the working RAM 28 viaAPU 26. The PPU 24 and APU 26 are coupled to the user's home television36 via RE modulator unit 34.

[0075] The video RAM 30 in the Super NES must be loaded with appropriatecharacter data stored in the program ROM 10 in the cartridge (whichstores not only the game program, but also the character data usedduring game play). Any moving object, e.g., sprite information, orbackground information to be displayed must be resident in video RAM 30before use. The program ROM 10 is accessed by the CPU 22 host addressand data buses via a mating connector 18 which is coupled to the printedcircuit board edge connector 1 shown in FIG. 1. The PPU 24 is connectedto the game cartridge via shared host CPU data and address buses andconnector 23 so as to provide a path for PPU data and control signals tobe coupled to the cartridge. The APU 25 is connected to the gamecartridge via shared host (CPU buses and audio bus 27.

[0076] The CPU 22 address space is mapped such that program ROM 10locations begin at location 0 and is typically divided into 32K bytesegments. The program ROM uses approximately one-half of the CPU addressspace. The top locations in each CPU address space 32K byte segment istypically utilized to address working RAM 32 and various registers. Theprogram ROM 10 typically is four megabytes. The CPU 22 used in the SuperNES is capable of addressing the entirety of the program ROM 10. On theother hand, the Mario chip 2 only includes a 16 bit program counter andthus includes bank registers for selecting between the 32K byte banks inthe program ROM 10.

[0077] In the present exemplary embodiment, the Mario chip has a full 24bit address space that corresponds with the Super NES memory map. Thiscontains the ROM 10 at the position starting at location $00:8000, andthe RAM chip 6, 8 on the cartridge starts at location $70:0000.

[0078] Since the ROM 10 and RAM 6, 8 on the cartridge are on separatebuses they can be accessed in parallel by the Mario Chip. Also RAMs 6, 8can be accessed at a faster rate than ROM and the Mario chip is designedto utilize this performance advantage. The Mario chip has no access toany memory that is inside the Super NES, i.e., no access to the workingRAM 32 or PPU video RAM 30.

[0079] In order for the Mario chip to process data, or draw into abitmap, data must be contained within the Mario cartridge RAM chip 6, 8.Thus, any variables which are shared between the NES CPU program and theMario chip program must be within the Mario cartridge RAM chip 6, 8. Anyprestored data that the Mario chip program needs to use can be in ROM 10and any variables will be in RAM 6, 8.

[0080] Any private variables only required by the Super NES program donot need to be in cartridge RAM 6, 8. In fact, since this RAM 6, 8 is ata premium in terms of memory space, it is advisable to allocatecartridge RAM 6, 8 on a high priority requirement basis. Anynon-essential variables should be stored in Super NES internal RAM 32.

[0081] The bitmap that the Mario Chip writes into is in Mario cartridgeRAM 6, 8 and will be DMA transferred under control of the Super NES intothe PPU's video RAM 30 when each bitmap frame has been fully rendered.

[0082] The Super NES's CPU 22 has access to all internal RAM within theSuper NES control deck just as if the Mario chip were not present. TheMario chip has no access to this RAM so all data transferred between theMario ROM/RAM chips and internal Super NES RAM must be initiated by theCPU 22 itself. Data can be transferred via CPU 22 programming, or blockmoved via DMA transfer. The Mario cartridge ROM 10 and RAM 6, 8 aremapped, in as usual on all game programs.

[0083] The CPU 22 has control over which CPU has temporary access to thecartridge ROM or RAM chips. On power up or reset conditions, the Mariochip is turned off and the CPU 22 has total access to the cartridge ROMand RAM chips. In order for the Mario chip to run a program, it isnecessary for the CPU 22 program to give up its access to either the ROMor RAM chip, preferably both, and either wait for the Mario chip tofinish its given task, or alternatively the CPU 22 can copy some codeinto internal work-RAM 32 and execute it there.

[0084] The Mario chip has a number of registers that are programmableand readable from the Super NES CPU side. These are mapped into the CPU22 memory map starting at location $00:3000.

[0085] As indicated in FIG. 2, the Super NES generates and receives avariety of control signals. When the Super NES CPU 22 needs to accessprogram ROM 10, it generates a control signal ROMSEL. To initiate amemory refresh, the Super NES generates a refresh signal RFSH. When theMario chip completes an operation, it transmits an interrupt signal IRQon an interrupt request line associated with the Super NES CPU. The CPU22 additionally generates read and write signals.

[0086] System timing signals are generated from timing chain circuitry21 within the control deck 20. A power-on/reset signal is also generatedwithin the main control deck 20 and coupled to the game cartridge.

[0087] The Super NES also includes an authenticating processing device25 which exchanges data on input I output O, and reset R conductors withan authenticating processing device 3 on the game cartridge inaccordance with the above identified U.S. Pat. No. 4,799,635. Theprocessing device 25 as taught by U.S. Pat. No. 4,799,635 holds the CPU22 in a reset state until authentication is established.

[0088] The Super NES video game machine which is represented in blockform in FIG. 2 has only been generally described herein. Further detailsregarding the Super NES including PPU 24 may, for example, be found inU.S. application Ser. No. 07/651,265, entitled “Video ProcessingApparatus which was filed on Apr. 10, 1991, which application has beenexpressly incorporated herein by reference. Still further details suchas how information is transferred between the Super NES and the gamecartridge may be found in U.S. application Ser. No. 07/749,530, filed onAug. 26, 1991, entitled “Direct Memory Access Apparatus in ImageProcessing System and External Storage Device Used Therein” and in U.S.application Ser. No. 07/793,735, filed Nov. 19, 1991, entitled, “MosaicPicture Display Apparatus and External Storage Unit Used Therefor”,which applications are incorporated herein by reference.

[0089] In some applications, the inventors have recognized that moreinformation may need to be transferred during vertical blanking usingsuch host processor DMA circuits than is actually possible. Accordingly,it may be desirable to extend vertical blanking time—even if it resultsin slightly shrinking the picture size. By using this approach,significant advantages are realized in terms of processing speed andpicture update rate.

[0090]FIG. 3 shows a perspective view of an exemplary mechanical designfor a game cartridge case 19 for housing the Mario chip and othercartridge structure shown in FIG. 1. Similarly, FIG. 3 shows theperspective view of an exemplary exterior housing for a video gamecontrol deck 20 for housing the Super NES video game hardware shown inFIG. 2. The mechanical design for such video game control deck 20 andassociated removable game cartridge 19 is shown in FIGS. 2-9 of U.S.application Ser. No. 07/748,938, filed on Aug. 23, 1991, entitled, “TVGame Machine”, which application is hereby incorporated herein byreference.

[0091]FIGS. 4A and 4B are a block diagram of the Mario chip 2 shown inFIG. 1. Focusing first on the various buses shown in FIGS. 4A and 4B,the instruction bus INSTR is an 8-bit bus that couples instruction codesto various Mario chip components. The X, Y and Z buses are 16-bit databuses. The HA bus is a 24-bit host system address bus that, in thepresently preferred embodiment is coupled, in use, to the Super NESaddress bus. The HD bus is an 8-bit host data bus which is coupled, inuse, to the Super NES data bus. The PC bus is a 16-bit bus which couplesthe output of the Mario chip program counter (i.e., register R15 ingeneral register block 76) to various system components. The ROM A busis a 20-bit ROM address bus. The ROM D bus is an 8-bit ROM data bus. TheRAM A bus is a bit RAM address bus. The RAMD_IN bus is an 8-bit RAM readdata bus, and RAMD_OUT is an 8-bit RAM write data bus.

[0092] The Mario chip and the Super NES share the cartridge RAM 6, 8which serves is the main mechanism for passing data between the Mariochip and the Super NES. The Super NES accesses the Mario chip via theaddress and data buses HA and HD. The Mario chip registers 76 areaccessed by the Super NES via the Super NES address bus HA.

[0093] The Super NES accesses the cartridge program ROM 10 and RAM 6, 8via the Mario chip 2. The ROM controller 104 and the RAM controller 88receive memory access related signals generated by the Super NES torespectively initiate ROM and RAM memory accesses. By way of example, aRAM select signal RAMCS is used by the Mario chip 2 to confirm that theSuper NES is attempting to address the RAM.

[0094] The X, Y and Z buses shown in FIGS. 4A and 4B are the internalMario chip data buses. The X and Y buses are source data buses and the Zdata bus is a destination bus. These buses carry 16 bits of paralleldata.

[0095] While executing instructions, the Mario chip 2 may place thesource of data for an instruction on the X and/or Y buses and thedestination data on the Z bus. For example, in executing an instructionwhich adds the contents of two registers and places the results in athird register, arithmetic and logic unit (ALU) 50 receives the contentsof two source registers via the X and Y bus couples the result to the Zbus (which in turn is coupled to a specified register in block 76).Control signals resulting from the decoding of an instruction operationcode by the instruction decoding circuitry 60 in the Mario chip 2 arecoupled to the ALU 50 to initiate an ADD operation.

[0096] As noted with respect to the description of FIG. 1, the Mariochip is coupled to a ROM bus, a RAM bus and a Super NES host bus whichare capable of communicating signals in parallel. The Mario chip 2monitors the control, address and data signals transmitted via the hostSuper NES bus to determine the operations which the host system isperforming. The cartridge ROM bus and the cartridge RAM bus may beaccessed in parallel depending upon the Super NES operation beingperformed at any given time. In conventional Super NES game cartridges,the host CPU address and data lines are coupled directly to the RAM andROM, such that the RAM and ROM may not be accessed in parallel.

[0097] In accordance with one aspect of the present invention, the Mariochip 2 physically separates the ROM bus and the RAM bus as shown in FIG.1 from the Super NES buses. The Mario chip 2 monitors the signalstransmitted on the Super NES buses and determines what signals need tobe coupled to the ROM chip and the RAM chip via two separate ROM and RAMbuses which are not time shared. By separating the ROM and RAM buses,the Mario chip 2 is able to read from ROM and write to RAMsimultaneously. In this fashion, the Mario chip can efficiently operatewith inexpensive ROM chips which have access times which aresignificantly slower than RAM access times without having to wait forthe ROM accesses to be completed before accessing RAM.

[0098] Turning to FIG. 4A, as noted above, the Mario chip 2 is a fullyprogrammable processor, and includes an ALU 50. The ALU 50 executes allthe arithmetic functions embodied within the Mario chip except formultiply operations which are handled by multiplier 64 and certain pixelplotting operations handled by plot hardware 52. Upon receipt of anappropriate control signal from instruction decoder 60, the ALU 50performs addition, subtraction, EXCLUSIVE-OR, shift and otheroperations. As shown in FIG. 4A, ALU 50 receives information to beoperated on from the X, Y buses, performs the operation initiated by acontrol signal received from instruction decoder 60, and couples theresults of the operation to the Z bus. The ALU is described in furtherdetail below in conjunction with FIG. 6.

[0099] The Mario chip 2 additionally includes special purpose hardwareto enable 3-D type special effects and other graphic operations to beefficiently performed so that video games utilizing these features maybe practically realized. In this regard, the Mario chip 2 includes plothardware 52 which assists in converting in real time from pixelcoordinate addressing to character map addressing of the nature utilizedin the Super NES. Advantageously, the Mario chip may be programmed byspecifying X and Y coordinates which define the location of each pixelon the display screen.

[0100] Thus, graphic operations are performed based on a programmerspecifying pixels and the plot hardware circuit 52 on the fly convertspixel specifications into properly formatted character data. Thecharacter data is then mapped into the desired place for display in theSuper NES video RAM 30 shown in FIG. 2. In this fashion, the Mario chipprogrammer need only consider the Super NES video RAM 30 as a bit mapwhen in reality, it is a character map.

[0101] The plot hardware 52 responds to various plotting relatedinstructions to permit programmable selection of an X and Y coordinateon the display screen and a predetermined color for a particular pixeland to plot corresponding pixels such that the X and Y coordinate isconverted into an address which corresponds to a character definition ofthe form which is used to drive the Super NES video RAM 30.

[0102] The plot hardware 52 has associated data latches which permitbuffering of as much pixel data as possible prior to writing tocartridge RAM to minimize RAM data transactions. After the X and Ycoordinate data is converted and buffered in the plot hardware 52,character definition data is then transferred to the cartridge RAM.

[0103] The plot hardware 52 receives X, Y coordinate data via a PLOT Xregister 56 and PLOT Y register 58, respectively. In the presentlypreferred embodiment, the PLOT X and PLOT Y registers are not separateregisters (as shown in FIG. 4A) but rather are Mario chip generalregisters (e.g., registers R1 and R2 registers in register block 76shown in FIG. 4B).

[0104] The plot hardware 52 also receives pixel color information via acolor register 54. As will be described further below, the color of eachpixel that is displayed is stored in an 8×8 register matrix, with eachpixel color specification occupying a column of the matrix.

[0105] The plot hardware 52 processes and couples the character addressand data associated with the X, Y and color input to the character RAM6, 8. The character address is forwarded via output lines 53 to the RAMcontroller 88 and to a RAM address bus RAM A. The character data iscoupled to the character RAM via output line 55, multiplexer 93 and RAMdata bus RAMD_OUT. The plot hardware 52 permits pixels within acharacter to be addressed individually, to thereby provide theprogrammer a “virtual” bit map display system, while maintainingcompatibility with the Super NES character format. The “virtual” bit mapis held in the cartridge RAM and is transferred to the Super NES videoRAM 30 on the completion of the display of each frame using, forexample, the DMA circuitry in the above-identified application Ser. No.07/749530, The plot hardware 52 permits high speed individual pixelcontrol so that certain 3-D graphics effects involving rotating andscaling objects become practically realizable.

[0106] Because of the conversion from pixel to character format, theplot hardware 52 also receives information relating to other pixels inthe vicinity of the current pixel X, Y from a cartridge RAM 6, 8 viaRAMD_in data latch 82 and input line 83. By using previous pixel dataretrieved from RAM 6, 8 and temporarily stored in the RAM data latches,the number of writes to RAM may be minimized. The RAM data latches 80,84, and 86 shown in FIG. 4A also serve to buffer color data receivedregarding a pixel which has been stored in multiple bit planes incartridge RAM to provide plot hardware 52 with such data.

[0107] RAM data latch 80 is coupled to the Super NES data bus so thatthe Super NES can read the contents of the data latch. RAM data latches80, 82, 84, and 86 are controlled by the RAM controller 88. RAM datalatches 84 and 86 operate to receive data from RAM 6, 8 and couple datafrom RAM 6, 8 to the destination Z bus for loading into a predeterminedregister in register block 76. Additionally coupled to RAM controller 88is a latch 90 which buffers RAM addresses. The address stored in latch90 is utilized by RAM controller 88 for addressing RAM 6, 8 via the RAMA bus. RAM controller 88 may also be accessed by the Super NES viaaddress bus HA.

[0108] The plot hardware 52 also responds to a READ PIXEL instructionwhich reads the pixel color information for a horizontal positiondefined by the contents of register R1 and the vertical position definedby the contents of register R2 and stores the result in a predeterminedregister in the register block 76 via the destination Z bus and outputline 87. The PLOT hardware 52 is described in further detail inconjunction with the description of FIGS. 7, 8A, and 8B.

[0109] Pipeline buffer register 62 and an ALU controller instructiondecoder 60 are coupled to instruction bus INSTR and operate to generatethe control signals CTL (utilized throughout the Mario chip) to initiateoperations in response to commands placed on the instruction bus. TheMario chip 2 is a pipelined microprocessor which fetches the nextinstruction to be executed while it is executing the currentinstruction. Pipeline register 62 stores the next instruction(s) to beexecuted so as to permit execution of instructions in one cycle, ifpossible. The instructions which are placed on the instruction bus areaddressed by the contents of the program counter stored in a register,which may, for example, be register R15 in register block 76 shown inFIG. 4B.

[0110] The instructions executed by the Mario chip 2 may either beobtained from program ROM 10 as shown in FIG. 1 or the Mario chip'sinternal cache RAM 94 or from the cartridge RAM 6, 8. If the program isbeing executed out of ROM 10, the ROM controller 104 (shown in FIG. 4B)will fetch the instruction and place it on the Mario chip instructionbus INSTR. If a program instruction is stored in the cache RAM 94, thenthe instruction will be placed on the instruction bus directly fromcache RAM 94 via cache RAM output bus 95.

[0111] The host CPU, i.e., the Super NES, is programmed to allocateportions of the program ROM 10 for Mario chip program instructions. TheSuper NES program commands the Mario chip to perform a predeterminedfunction and then provides the Mario chip with the address in ROM 10 foraccessing the Mario chip program code. Pipeline register 62 fetchesinstructions one byte ahead of the instruction being executed to providethe instruction decoder 60 with instruction related information for thedecoder to be able to anticipate what is about to occur during programexecution to permit look ahead related processing. The decoding andcontrol circuitry in block 60 generates control signals for commandingthe ALU 50, plot hardware 52, cache control 68, etc., to perform theoperation indicated by the instruction code being executed.

[0112] The Mario chip also includes a high speed, parallel multiplier 64that is separate from ALU 50. The multiplier 64 in response topredetermined instructions operates to multiply two 8-bit numbersreceived from the X and Y source buses and load the 16-bit result ontothe destination Z bus. This multiply operation is performed in one cycleif possible. Either number input to the multiplier 64 may be signed orunsigned. Multiplier 64 also is capable of performing long multiplyoperations, whereby two 16-bit numbers are multiplied to generate a32-bit result. The multiplier 64 also includes associated partialproduct registers 66 to store partial products generated during themultiplication operation. The multiplier 64 is enabled by a controlsignal from the instruction decoder 60 when a multiply operation code isdecoded. The multiplier 64 will execute long multiply instructionsinvolving the multiplication of 16-bit words in a minimum of four clockcycles.

[0113] The long multiply instruction has a format:

[0114] R4 (low word), DREG (high word)=Sreg*R6. This instruction isexecuted to multiply the source register by the contents of register R6and store a 32-bit result in registers R4/DREG (low/high). The multiplyis signed and sets zero and sign flags on the 32-bit result.

[0115] The operation takes place in accordance with the following sixsteps:

[0116] Step 1: Unsigned multiply R4 [0 . . . 15]=SREG [0 . . . 7]*R6 [0. . . 7]

[0117] Step 2: X signed. R4 [0 . . . 15]=R4 [0 . . . 15]+256*SREG [8 . .. 15]* R6 [0 . . . 7]. Top eight bits of the product are ignored, butcarry from addition preserved.

[0118] Step 3: X signed. R5 [0 . . . 15]=CY+(R6[8 . . . 15]*SREG[0-7])÷256; sign extended.

[0119] Step 4: X unsigned, Y signed. R4 [0 . . . 15]=R4 [0 . . .15]+256*SREG [0 . . . 7]*R6 [8 . . . 15]. The top eight bits of theproduct are ignored, but carry from the addition is preserved.

[0120] Step 5: Y signed . R5 [0 . . . 15]=R5 [0 . . . 15]+CY+SREG [0 . .. 7]*R6 [8 . . . 15])+256; sign extended.

[0121] Step 6: X, Y signed. R5 [0 . . . 15]=R5 [0 . . . 15]+RY [8 . . .15]*R6 [8 . . . 15].

[0122] The multiplier 64 utilized in the present exemplary embodimentmay be, for example, of the type described in Digital ComputerArithmetic, by Cavanaugh, published by McGraw-Hill, 1984.

[0123] Turning to FIG. 4B, cache controller 68 (which is shown infurther detail in FIG. 14) permits a programmer to efficiently initiateloading into cache RAM 94 the portion of the program desired to beexecuted at high speed. Such “caching” is typically utilized inexecuting small program loops which occur frequently in graphicsprocessing. The Mario chip instruction set includes a “CACHE”instruction. Any instructions immediately following the CACHEinstruction is loaded into the cache RAM until the cache RAM is full.When the CACHE instruction is executed, the current program counterstate is loaded into the cache base register 70. Thus, the contents ofthe cache base register 70 defines the starting location at whichcaching has been initiated.

[0124] Most instructions execute in one cycle. Instructions coming fromrelatively slow external memories like ROM 10 or RAM 6, 8 must befetched before they are executed. This will take an extra 6 or socycles. To enhance program execution speed, the ‘cache’ RAM 94 that isinside the Mario chip itself should be used.

[0125] Cache RAM 94 may be a 512-byte instruction cache. This is arelatively small size compared to the size of the average program, sothe programmer must decide how best to utilize the cache memory 94. Anyprogram loop that can fit into the 512 bytes cache size can run at fullspeed, one cycle for both fetch and execute. Because of the split:busses, both ROM and RAM can be simultaneously accessed while executingcode from internal cache 94.

[0126] The cache RAM 94 may be advantageously used to rotate a sprite byrunning a loop inside the cache 94 that would read the color of eachpixel from ROM 10 while it is performing the rotation and scalingcalculations, while it is using the PLOT instruction (to be describedbelow) to write the pixel to RAM 6, 8. All that happens in parallel,giving very fast throughput slowed down by the slowest operation. Theslowest operation is usually ROM data fetching, which is why the Mariochip is designed to use buffered access to ROM and RAM.

[0127] When compared with running from the relatively slow ROM 10, aprogram will run about 6 times faster from inside the cache RAM 94, butfirst it has to be loaded from ROM into the cache 94. This is done byplacing an instruction at the start of any loop to be cached. Only thefirst 512 bytes of the loop will be cached, taken from the address ofthe CACHE instruction. While executing the code for the first iterationof the loop, the program will be coming from ROM 10 and copied intocache RAM in 16-byte chunks. All further iterations of the loop willcome from the cache RAM 94 instead of ROM 10.

[0128] CACHE instructions can be used liberally in front of anyrepetitive program loops. Only subsequent iterations of a loop willbenefit from being in cache. If a program loop is bigger than 512 bytesand overflows the cache 94, it will still work correctly, but only thefirst 512 bytes will run from cache 94 and the remainder will run fromROM 10 as usual. This gives a partial speed boost, but is not ideal.

[0129] A cache tag bit register 72 which, in the preferred embodiment,is part of the cache controller 68 identifies the memory locations whichhave been loaded in the cache RAM 94. The cache tag bits permit theMario chip to quickly determine whether a program instruction isexecutable from the faster cache RAM rather than from the program ROM10. The cache RAM 94 may be accessed by the cache controller 68 or theSuper NES via the Super NES address bus HA via multiplexer 96.

[0130] The cache controller 68 is coupled to the program counter bus PCto load the cache base register 70 and perform cache memory addressout-of-range checking operations.

[0131] Similar to the parallelism achievable in reading from ROM 10, theMario chip also provides a way of writing to RAM 6, 8 in parallel.Whenever a Mario register is written to RAM 6, 8, it will initiate aseparate RAM write circuit, e.g., in RAM controller 88, to do the memorytransaction. This will take typically 6 cycles, but it will not delaythe processor while it is doing so, provided the programmer avoids doinganother RAM transaction for that time. For instance, it is faster tointerleave other processing in between each store instruction. That waythe RAM write circuit has time to do its job. If two writes are used ina row, the second one would delay the processor while the first one isbeing written.

[0132] For example (using instructions from the instruction set to bedescribed below): FROM R8 ; Store R8 into (R13) SM (R13) SM (R14) ;Store R0 into (R14) TO R1 FROM R2 ADD R3 ; Performs : r1=r2+r3 TO R4FROM R5 ADD R6 ; Performs : r4=r5+r6

[0133] Notice that the two store instructions are too close to eachother. The second one will take 6 cycles longer because the RAM bus isbusy trying to complete the first store instruction.

[0134] A better way of writing the code that will run faster would be tospace out the two store instructions with other useful code. Forexample: FROM R8 ; Store R8 into (R13) SM (R13) TO R1 FROM R2 ADD R3 ;Performs : r1=r2+r3 TO R4 FROM R5 ADD R6 ; Performs : r4=r5+r6 SM (R14); Store R0 into (R14)

[0135] In this fashion, a few more instructions may be executed inparallel at the same time that the first store instruction results inthe writing to RAM. Then the second store operation can be done a fewcycles later.

[0136] The instruction set described below includes a fast instructionfor writing back a register to the last used RAM address. This allowsfor “bulk” processing of data, by loading the value from RAM, doing someprocessing on it, then storing it back again fast.

[0137] Turning back to FIG. 4B, an immediate data latch 74 is coupled tothe instruction bus. This data latch 74 permits the instruction itselfto provide the source of data so that no source register need bespecified by an instruction. The output of the immediate data latch 74is coupled to the destination Z bus, which in turn is coupled to apredetermined one of the registers in register block 76. The instructiondecoding circuit 60 decodes as “immediate” data instruction andinitiates the performance of the appropriate transfer to registeroperation.

[0138] The GET B register 98 shown in FIG. 4B is used in conjunctionwith the delayed/buffered read operation described above. In thisregard, given the widespread use of relatively slow access time ROMs,prior art processors have typically had to wait until a data fetch iscompleted, whenever executing a ROM. By utilizing the delayed/bufferedfetch mechanism described below, other operations may be performed whilethe data fetch is accomplished. In accordance with this mechanism, ifregister R14 in register block 76 is accessed or modified in any way,ROM or RAM fetches are initiated automatically at the address identifiedby the contents of R14.

[0139] As indicated in FIG. 4B, the register R14 is coupled to ROMcontroller 104. Any time the contents of register R14 is modified in anyway, ROM controller 104 operates to initiate a ROM access. The resultsof accessing the ROM are loaded into the GET B register 98 viamultiplexer 102 which is coupled to the ROM data bus ROMD. Instructionsidentified below permit accessing the information buffered in the GET Bregister 98. This information is loaded onto the destination Z bus viamultiplexer 100 and then into one of the registers in register block 76.

[0140] In this fashion, if a data fetch from ROM is known to take apredetermined number of processing cycles, that fetch can be initiatedand instead of waiting without performing other operations, the Mariochip can execute, for example, unrelated code after such data fetch hasbeen initiated. The GET B register 98 may also be utilized to storeinformation retrieved from RAM 6, 8 via multiplexer 102 as shown in FIG.4B.

[0141] Embodied within register block 76 are sixteen 16-bit registers(R0-R15). Registers R0-R13 are general purpose registers (although someof these registers are often used for special purposes to be describedbelow). As described above, register R14 is used as a pointer forreading memory, and, when modified, a read cycle from ROM (or RAM) isinitiated. The byte read is stored in a temporary buffer (GET B register98) for later access by a GET L or GET E command. Register R15 is theprogram counter. At the start of each instruction it points to the nextinstruction being fetched.

[0142] Register R0 is a general purpose register, which typicallyoperates as an accumulator. It is also the default source anddestination register for most single cycle instructions. If, forexample, the contents of R0 and R4 are desired to be added together itis only necessary to expressly specify register R4.

[0143] Registers R11, R12 and R13 are specially utilized when a loopinstruction is executed. Register R13 stores an address of theinstruction to be executed at the top of the loop, and register R12stores the number of times the loop is to be executed. If the contentsof register R12 is non-zero, then the instruction at the addressspecified by the contents of R13 is loaded into the program counter(R15) and executed. Register R11 stores the address to be returned toafter the loop is completed. Register control logic 78 is coupled toregister block 76 and controls access to general registers R0 to R15.Depending upon the format of the particular instruction being executed,instruction decode logic 60 will specify one or more registers R0-R15.Register control logic 78 specifies which register the next instructionto be executed will need to utilize. The register control logic 78couples the outputs of the appropriate register to the X and Y bus.Additionally, as indicated by FIG. 4B, the appropriate register R0-R15receives the information from the Z bus under the control of registercontrol 78.

[0144] ROM controller 104 upon receipt of an address from either theSuper NES address bus HA or the Mario chip will access that address. ROMcontroller 104 is shown in further detail in FIG. 13. Accessedinformation from ROM 10 may be loaded into the cache RAM 94 for fastinstruction executior.

[0145] The ROM and RAM controllers 104, 108 both have bus arbitrationunits which arbitrate between Super bES and the Mario chip accessattempts.

[0146] As will be described further below, the Mario chip also utilizesstatus registers (e.g., within register block 76 or in RAM 6, 8) whichare accessible by the Super NES CPU and which store flags foridentifying status conditions such as 0 flag, carry flag, sign flag,overflow flag, “GO” flag (where 1 indicates that the Mario chip isrunning and 0 indicates that the Mario chip is stopped); a RCM bytefetch-in-progress flag (indicating that register R14 has been accessed;various mode indicating flags including an ALT 1 flag, ALT 2 flag,immediate byte-low and immediate byte-high flags, and flags indicatingthat both a source and destination register has been set by a “WITH”prefix command, and an interrupt flag.

[0147] The Mario chip represented in block diagram form in FIGS. 4A and4B is utilized by the Super NES which turns the Mario chip on and off toperform tasks many times a second. Initially, when the Super NES isturned on, the game program stored in ROM 10 is booted up. It is notedthat prior to execution of the game program by the Super NES and Mariochip processors, the game cartridge is first authenticated. By way ofexample only, such authentication may take place by initially placingthe Super NES CPU in a reset state and executing authenticating programsin authenticating processors associated with the game cartridge and theSuper NES main control deck in accordance with the teachings in U.S.Pat. No. 4,799,635.

[0148] The Mario chip is initially in a switched-off state. At thispoint in time, the Super NES has unrestricted access to the gamecartridge program ROM and the game cartridge RAM. When the Super NES hasneed to use the Mario chip processing power to perform either graphicsoperations or mathematical calculations, the Super NES stores theappropriate data it desires the Mario chip to process in the cartridgeRAM (or in predetermined Mario registers) and loads the Mario chipprogram counter with the address of the Mario program to be executed.The data to be processed by the Mario chip may be predetermined X, Ycoordinate data of objects which must be rotated and enlarged orreduced. The Mario chip can execute programs which implement algorithmsto manipulate the background and foreground of sprites or moving objectsof varying number. The use of the Mario chip speed enhancing hardwareand software results in high speed performance of such operations.

[0149] The use of the Mario chip to process sprites can expand thecapabilities of the overall video game system considerably. For example,the Super NES is limited to displaying 128 sprites per frame. With theuse of the Super Mario chip virtually hundreds of sprites may bedisplayed and, for example, rotated.

[0150] When the Mario chip has completed the function requested by theSuper NES, a STOP instruction is executed, and an interrupt signal isgenerated and transmitted to the Super NES to indicate that the Mariochip has completed its operation—which, in turn, indicates that it isready to perform the next task.

[0151] The Mario chip may be utilized to do small tasks such as ahigh-speed multiplication task or may be utilized to draw a screen fullof sprites. In either event, the Super NES is free to do processing inparallel with the Mario chip provided the Super NES stays off the REM orROM buses when such buses are being used by the Mario chip. It is notedthat if the Super NES gives the Mario chip control of both the RAM andROM buses on a game cartridge, the Super NES may, nevertheless, be ableto execute programs out of its working RAM 32 shown in FIG. 2. Thus, thethroughput of the entire system may be increased by copying a Super NESprogram to be executed from program ROM to its working RAM; while, atthe same time, executing a program by the Mario chip.

[0152] A flowchart is shown in FIG. 5 which represents the sequence ofoperations performed by a “RUN MARIO” program executed by the host CPU(e.g., the Super NES CPU) for starting the Mario chip to fetch andexecute code from ROM at the required address. The routine representedby FIG. 5 will be typically executed by the Super NES CPU after copyingthe routine from the program ROM 10 to its working RAM 32 shown in FIG.2. This routine is executed by the host CPU any time the Mario chip itsrequired to perform an operation.

[0153] As indicated in block 125 when the RUN MARIO host CPU routine isexecuted, initialization operations are performed including preservingthe Super NES registers. During the initialization step, this routine iscopied from program ROM 10 to the host CPU's working RAM 32.

[0154] As indicated at block 127, the ROM 10 code bank storing the Marioprogram code to be executed is loaded in a Mario chip register.Additionally, the actual address within the code bank is stored in aMario chip screen base register as indicated at block 129.

[0155] Thereafter, as indicated in block 131, I/O input/output modes areset in the Mario chip by identifying whether 4, 16 or 256 color modeswill be used. These modes correspond to the color modes with which thehost CPU operates. Additionally, a mode is set defining the height ofthe screen in terms of number of characters that may be displayed.

[0156] Additionally, mode bits are set which give the control of the ROMand RAM buses to the Mario chip. Control of the ROM and RAM buses areseparately selectable so that the Mario chip may be set to a mode whereit has access to the ROM bus, the RAM bus, or both. Thus, if the “Marioowner” mode is set for both the ROM and the RAM, then the host CPUcannot read or write from or to the ROM or RAM. It is noted that, if thehost CPU attempts to access the program ROM while the Mario chip isusing the program ROM bus, a mechanism is provided whereby the Mariochip returns dummy addresses to the Super NES. The branching to suchaddresses will keep the Super NES occupied until the Mario chip nolonger requires access to the cartridge ROM bus.

[0157] As indicated at block 133, the Mario chip begins operation afterthe Mario chip program counter is loaded with an address which storesthe first instruction that the Mario routine must execute.

[0158] The host CPU then waits for an interrupt signal from the Mariochip (block 135). When an interrupt signal is received, the Super NES isinformed that the Mario chip has completed its operation and has stopped(block 137). If no such interrupt signal is received, then the host CPUcontinues to wait for an interrupt (block 135). The Super NES may,during this time period, execute program code in parallel with Mariochip operations by executing out of its working RAM 32 shown in FIG. 2.

[0159] The Super NES then checks the status register (e.g., in the Mariochip register block 76) to determine whether the Mario chip “GO” flaghas been set which indicates that the Mario chip is in operation (137).Additionally, an interrupt flag is set in the Mario chip statusregisters to indicate that the Mario chip is the source of the interruptsignal received by the host CPU. Thus, after an interrupt signal isreceived by the host CPU (135), the appropriate Mario status register istested to determine whether the Mario chip is the source of theinterrupt (as opposed to the interrupt signal being indicative, forexample, of a vertical blanking interval). If the Mario chip has stopped(137), then the Mario owner mode bits for the RAM and ROM are clearedand the Super NES has full access to the ROM and RAM. The Super NESexits the routine (141) and returns to the point in its program which itwas executing prior to entering the Run Mario routine.

[0160] When the CPU 22 game program has put the Mario chip into ROMMario owner mode, it must voluntarily stop accessing the ROM. Wheneverthe CPU 22 needs to access the ROM for some reason, it simply turns ROMMario owner mode off. The Mario chip will automatically hold on when itnext needs to access the ROM until it is given ROM Mario owner mode backagain. If it was running from internal cache RAM this may not berequired at all.

[0161] If the Mario chip is in the Mario owner mode for ROM, it isimportant that the CPU 22 game program does not even try to readanything from ROM. When any interrupt occurs, e.g., due to verticalblanking, it causes an NMI, then the CPU 22 automatically tries to fetchits interrupt vectors from the ROM. This is not desirable, because theCPU 22 has explicitly told the Mario chip that it will stay away fromthe ROM, and then an interrupt occurs and it fetches from the ROManyway. In this situation, i.e., a ROM access from the CPU 22 despitebeing in the Mario owner mode will cause the Mario chip to assume thatthis was an interrupt vector request.

[0162] During an interrupt vector fetch in ROM Mario owner mode, theMario chip will relocate the interrupt vectors into Super NES internalwork RAM 32 at the bottom of the stack area. For instance, if the usualinterrupt vector was $00:FFEC then it will cause a JUMP to location$00:010c. Similarly, all interrupt vectors from $00:ffeX cause the CPU22 to JUMP to their corresponding locations at $00:010X. This techniqueavoids the CPU 22 from accessing the ROM 10 when its not supposed to,and diverts it into on-board Super N-S RAM 32 instead. It is noted thatthe RAM based interrupt vectors must contain jumps or branches tointerrupt handlers, i.e., actual code should be resident there notsimply vector addresses. When the Mario chip is not in the Mario ownermode ROM, the normal ROM interrupt vectors are in use, so it isadvisable to keep the same addresses pointed in these locations to go tothe same place as the RAM based interrupt vectors.

INSTRUCTION SET

[0163] The Mario chip instruction set provides an efficient means forprogramming high speed graphics and other processing algorithms. A briefdescription of certain instructions is set forth below followed by adescription of certain registers used by various instructions. Adetailed listing of the instruction in the instruction set is alsoincluded.

[0164] Instructions are 8-bit instructions and typically execute in asingle clock cycle. However, the instructions can be modified by 8-bitprefix instructions. The Mario chip instruction set includes a uniqueregister override system allowing the programmer to specify thedestination and both source registers in front of any instruction.Without such “prefixed” overrides, instructions would operate only onthe accumulator. Thus, the instruction set is a variable lengthinstruction set with a myriad of combinations. There are some basicinstructions that are one byte long which operate in one cycle. Byproviding prefixed instructions, a programmer can extend the power ofthe instructions. An instruction can be 8, 16 or 24 bits, depending uponthe programmer's desire.

[0165] The Mario processor utilizes instructions to initiate high speed,on-board cache RAM program execution and delayed/buffered I/O to memory.Graphics processing is efficiently enabled through the use of a singlecycle pixel plot command which initiates operation using the pixel plothardware described above.

[0166] Prior to identifying the Mario instruction set, various memorymapped registers which are set or accessed by the processor in executinginstructions are described below. Initially, the status flag register isidentified. The status register is a 16-bit register and the flagsassociated with each of the 16 bits in the register are identifiedbelow. STATUS FLAGS REGISTER 16 BIT bit Flags 0 — Reserved 1 z Zero flag2 c Carry flag 3 s Sign flag 4 v Overflow flag ([bit 14 into 15]  XOR[15 into Carry]) 5 g Go flag: 1 Mario chip running 0 stopped 6 r (R14)ROM byte fetch in progress 7 — Reserved

[0167] The “GO” flag (bit 5) is a flag that is set to a “1” state toindicate that the Mario chip is running and to a “0” state to indicatethat the Mario chip has stopped (which results in the generation of aninterrupt signal which is coupled to the Super NES). This flag bit ischecked by the Super NES processor. Bit 6 is set to indicate that a ROMbyte fetch is currently in progress. The GET byte instruction listedbelow cannot be executed until this flag is cleared which indicates thatthe data fetch has been completed. These least significant bits of thestatus register may be read independently or in combination with theremaining 8 bits by either the Mario chip processor or the host CPU. Themost significant bits of the status flag register are set bypredetermined prefix instructions and define various modes ofinstruction interpretation. bit Mode 8 alt1 Alter (ADD−>ADC,SUB−>SBCetc. . .) 9 alt2 Alter (ADD−>ADD#,SUB−>SUB# etc. .) 10 il Immediate bytelow (done before ih) 11 ih Immediate byte high (low byte  buffered untilhi ready) 12 b Both SReg & DReg set. Set by WITH 13 — Reserved 14 —Reserved 15 irq Interrupt flag

[0168] In the ALT 1 mode identified above, an ADD instruction will beinterpreted as an ADD WITH CARRY and a SUBTRACT instruction will beinterpreted as SUBTRACT WITH CARRY. An instruction ALT 1 initiates thismode.

[0169] An ALT 2 instruction modifies the interpretation of the ADDinstruction to ADD WITH IMMEDIATE DATA and modifies, SUBTRACT toSUBTRACT IMMEDIATE DATA. The “immediate” data is set forth in the byteimmediately following the instruction. It is noted that the instructionALT 3 will set both bits 8 and 9 to the logic “1” level. Bits 10 and 11are set depending upon whether the immediate data is immediate high byteor immediate low byte. Bit 12 of the status register defines a “b” mode,where both source and destination register are set by the use of aprefix instruction “WITH”. Bit 15 of the status register stores theMario interrupt signal which is set after the Mario chip has stoppedrunning.

[0170] The Mario chip includes many registers in addition to theabove-described status register. As described above, the Mario chipincludes 16 registers which are 16 bits wide as indicated in thediscussion of register block 76 in FIGS. 4A and 4B. Most of theseregisters are general purpose registers and can be used for data oraddress storage. As noted above, register R15 is, however, utilized atall times as the program counter. Typically, registers serve dualpurposes and are used for communication with the host CPU and forcontrolling the executing program. Additionally, other registers areutilized in the Mario chip, the functions of which are set forth in thetable below. Register Special Function r0 Default DReg and SReg r1 Xcoord for PLOT instruction r2 Y coord for PLOT instruction r3 None r4Low word of LMULT instruction result r5 None r6 Word multiplier forFRMULT and LMULT  instructions r7 Source 1 for MERGE instruction r8Source 2 for MERGE instruction r9 NONE r10 NONE r11 Link register forsubroutine calls r12 Count for LOOP instruction r13 Address for LOOPinstruction to branch to r14 ROM address, when modified starts a byte read from ROM r15 Program counter

[0171] OTHER REGISTERS 8 bit PCBANK Program code bank register 8 bitROMBANK Program data ROM bank register 64kbank 8 bit RAMBANK Programdata ROM bank register 64kbank 16 bit SCB Screen base 8 bit NBP Numberof bit planes 8 bit SCS Screen Column size select:256,320,512,640,1024,1280 (screens 16 & 20 chars high, in 2,4 & 8 bitplanes)

[0172] The Mario chip also includes a color mode CMODE register. Four ofthe bits in this registers are used in the exemplary embodiment tocreate the special effects described below. The effect created bysetting a CMODE register bit varies based on whether the 16 or 256 colorresolution mode has been set as demonstrated in the examples below.

[0173] CMODE register bits are as follows:-

[0174] CMODE bit 0

[0175] Plot colour 0 bit (the NOT Transparent bit)

[0176] In 16color mode: It bit 0=1 and selected color nibble=0 then donot plot

[0177] In 256 color mode and bit 3=0:

[0178] If bit 0=1 and color byte =0 then do not plot

[0179] In 258 color mode and bit 3=1:

[0180] If bit 0=1 and color to nibble=0 then do not plot

[0181] N.B. transparency ON=0

[0182] transparency OFF=1

[0183] Only use for transparency OFF is to fill an area with 0

[0184] (used for clearing the screen)

[0185] CMODE bit 1

[0186] Dithering bit

[0187] Dithering in 16 color mode. (hi/low nibble give two colors)

[0188] Lo nibble selected if (xpos XOR ypos AND 1)=0

[0189] Hi nibble selected if (xpos XOR ypos AND 1)=1

[0190] If transparency is on and selected color nibble is zero

[0191] then do not plot.

[0192] Dithering in 256 color mode should have no effect.

[0193] CMODE bit 2

[0194] High nibble color bit

[0195] In 16 color mode or 256 color mode with CMODE bit 3 set.

[0196] When this bit set, COLOUR command sets lo nibble of colour

[0197] register to hi nibble of source byte

[0198] (Used to unpack 16 color sprites stored as hi nibble of anothersprite).

[0199] If the lo nibble of colour register is zero then do not plot

[0200] if transparency on.

[0201] CMODE bit 3

[0202] Complicated bit

[0203] In 256 color mode only. When this bit is set the hi nibble of the

[0204] color is locked and COLOUR commands only change the lo nibble.

[0205] Transparency is calculated from low nibble only.

[0206] In normal 256 color mode transparency is calculated from

[0207] all bits if on. ; 16 colour mode example ibt r0,$C0 colour ; setcolour $C0 ibt r0,%0000 ; set 0 cmode ibt r0,$97 colour plot ; plotscolour $7 ibt r0,$30 colour plot ; no plot, as colour is $0 ;(transparency on and lo nibble = 0) ibt r0,%0001 ; set bit 1 cmode ibtr0,$40 colour plot ; plots colour $0 ; (transparency off) stop ; 16colour mode, bit 2 set example ibt r0,$C0 colour ; set colour $C0 ; 256colour mode, bit 3 set example ibt r0,$C0 colour ; set colour $C0 ibtr0,%1000 ; set bit 3 cmode ibt r0,$47 colour plot ; plots colour $C7 ibtr0,$50 colour plot ; no plot, as colour is $C0 ; (transparency on and lonibble = 0) ibt r0,%1001 ; set bit 3 and bit 1 cmode ibt r0,$60 colourplot ; plots colour $C0 ; (transparency off) stop ; 256 colour mode, bit3 and bit 2 set example ibt r0,$C0 colour ; set colour $C0 ibt r0,%1100; set bit 3 and bit 2 cmode ibt r0,$74 colour plot ; plots colour $C7ibt r0,$03 colour plot ; no plot, as colour is $C0 ; (transparency onand lo nibble = 0) ibt r0,%1101 ; set bit 3, bit 2 and bit 1 cmode ibtr0,$08 colour plot ; plots colour $C0 ; (transparency off) stop

[0208] Many of the Mario chip registers have associated specialfunctions. As indicated in the above table, if not otherwise specified,the system defaults to register R0 as the destination register or sourceregister required by a particular instruction. Register R0 is alsoutilized as the ALU accumulator. The multiply instruction, as indicatedabove, returns a 32 bit result. The least significant 16 bits are storedin register in R4. Register R6 is used in conjunction with a fractionalsigned multiply instruction (FRMULT) and a long multiply instruction(LMULT).

[0209] Registers R7 and R8 are utilized in executing a MERGEinstruction. The instruction takes two predetermined registers (i.e.,Register R7, R8) and merges them together to form sprite coordinatedata. Such coordinate data is utilized in addressing a ROM table formapping a predetermined sprite onto a predetermined polygon. Thisinstruction is an aid to efficiently performing texture mappingoperations by combining portions of two registers to define the addressof the color for the next pixel which is to the contained within asprite mapped onto a polygon.

[0210] Registers R11 through R13 are used for controlling subroutineexecution. The register R11 is used as a link register for subroutinecalls and stores the contents of the program counter plus one. Thecontent of register R11 defines the address that must be accessed aftera loop has been completed. The register R12 is used to store a countdefining the number of times the loop is to be executed. The address ofthe loop is stored in register R13.

[0211] As indicated above, whenever the contents of register R14 aremodified, a byte is read from ROM 10 at the address stored in registerR14. In this fashion, a delayed or buffered READ operation isimplemented in conjunction with the GET byte instructions identifiedbelow.

[0212] Turning to the “Other Registers” in the above table, the programROM location from which the program is being executed is addressed usinga 24 bit address. The least significant 16 bits of this address arefound in the program counter. The most significant bits defining theprogram bank are stored in a program code bank (PC Bank) register.

[0213] The ROM bank register (ROMBANK) stores the most significant bitsfor permitting the Mario chip processor to address program data storedin ROM 10 and is appended to the 16 bit ROM address stored in registerR14. Similarly, the RAM bank register (RAMBANK) stores the higher orderaddress bits for permitting the Mario chip processor to access programdata in RAM. The contents of the RAM and ROM bank register are used inassociation with Mario chip ROM and RAM accessing instructions foreffectively extending the Mario processor's addressing range.

[0214] The screen base register (SCB) is used to store the address ofthe virtual bit map of sprites or objects which are being created, androtated, enlarged or reduced. When a PLOT pixel instruction is executed,the screen base register SCB stores the address in the RAM which isaccessed and to which information is written.

[0215] Register NBP is utilized to store the number of bit planes thatare being used. It typically indicates either the use of 2, 4, or 8 bitplanes. Additionally, a screen column size register SCS is utilized tospecify information regarding the virtual bit map in terms of the numberof characters contained in a column therein.

[0216] The Mario chip instruction set is listed below specifying theinstruction mnemonic and the associated function performed upon decodingthe associated instruction. Initially, brief comments are set forthbelow for certain functions of an associated instruction which are notbelieved to be self explanatory.

[0217] The STOP instruction is executed when the Mario chip has finishedits operation and operates to set the “GO” flag to zero while alsogenerating any interrupt signal to the host CPU.

[0218] The CACHE instruction operates to define the portion of programROM which is to be copied into the Mario chip cache RAM and executedtherefrom. When the CACHE instruction is executed, the contents of theprogram counter is loaded into the cache base register and the cachetags to be described below are reset.

[0219] The Mario chip includes a series of delayed branch instructionsin which the instruction following the branch is executed as indicatedin the table below. The address to which branching occurs is relative tothe contents of the program counter. The instruction set includes a widevariety of delayed branches based on the conditions outlined in thetable below.

[0220] The Mario chip includes a number of “prefix” instructions, i.e.,to/with/from. These prefix instructions imply a data distribution forsubsequent instructions. For example, the “To” prefix sets thedestination register (DReg) for the next instruction. The ‘FROM’ prefixsets the source register (SReg) for the next instruction. The ‘WITH’prefix sets both.

[0221] Most instructions name a second source register in the opcode. IfSReg and DReg are not set by prefix instructions they default to R0.Both SReg & DReg are set to R0 after every instruction that is not aprefix instruction. If the Dreg is set to R15, the program counter,thereby causing the next instruction to store its contents in R15, thena one cycle delayed branch is initiated.

[0222] Other prefix instructions set flags in the high byte of thestatus register to change the operation of following instruction. Allnon prefix instructions clear the high byte of the status word. Thefollowing are examples as to how subsequent instructions may be modifiedthrough prefix instructions. 1sr ; r0 = r0 shift right 1 to r4 1sr ; r4= r0 shift right 1 from r4 1sr ; r0 = r4 shift right 1 alt 1 from r6 tor5 add r7 ; r5 = r6+r7 + carry alt 1 with r3 add r3 ; r3 = r3+r3 + carry(6502 rol)

[0223] If the “b” flag is set in the status register, the “TO”instruction is modified to operate as a “MOVE” instruction. The TOinstruction specifies the register to which the information is moved andthe FROM instruction specifies the information source.

[0224] The STW instruction stores a particular word in a buffer suchthat it is not necessary to wait until a storage operation is completedbefore executing the following instructions. In this fashion, the use ofa RAM that is slower than the processor doesn't unnecessarily slow theprocessor down.

[0225] The execution of the LOOP instruction operates to decrement thecontents of general register R12. If the contents of R12 is non-zero,then a jump is initiated to the address specified in R13.

[0226] Alt 1, Alt 2, and Alt 3 are prefix instructions which set theabove-mentioned flags in the status register so as to cause executedinstructions to be interpreted in different fashions as indicated in thetable below.

[0227] The PLOT instruction identifies the X and Y screen coordinates ofthe pixel to be plotted and plots the color specified by the COLORinstructior at screen location corresponding to the X and Y coordinates(as indicated in registers R1 and R2). The PLOT pixel instructionincludes an automatic incrementation of the contents of RI which assistsin plotting horizontal lines at high speed and eliminates including anextra increment instruction.

[0228] If the Alt 1 flag is set then the plot instruction is interpretedas a READ PIXEL instruction (RPIX). By executing the read pixelinstruction RPIX, the color of the pixel at the specified screenlocation is read which also may be used to flush unwanted pixelinformation from the plot hardware.

[0229] The read pixel instruction RPIX in essence uses the plot hardwarein reverse to read from a matrix of a character to determine the colorof a particular pixel that is specified in the instruction. The COLORinstruction provides to the color hardware, the color of the next pixelwhich may be defined by the contents of a specified source register.

[0230] The “CMODE” instruction sets the color mode and can be used togenerate different special effects as demonstrated in the examplesprovided above. For example, a dithering effect can be generated usingthe CMODE instruction which alternates different colors in alternatepixels to produce a shading effect. The CMODE instruction can also beused to control transparency so that the display of a sprite will thenblock out the background display. The transparency is determined by thesetting of a color mode related flag as shown in the above examples.

[0231] The instruction set also includes a fractional signed multiplywhich is used in calculations for rotating polygons to determinegradients or slopes of objects to be displayed.

[0232] The increment instruction, if used in conjunction with registerR14, will initiate a read from ROM. The GETC instruction will take thebyte accessed from ROM and load it into the color register.

[0233] The following table specifies an exemplary Mario chip instructionset in accordance with the presently preferred embodiment includingthose instruction which have been discussed above.

Instruction Set

[0234] Hex Mnemonic Function $00 STOP Stop mario chip and generate 65816IRQ g = 0 $01 NOP 1 cycle no operation $02 CACHE Set cache base to pc &reset cache flags (only if pc is not equal to current cache base) ifcache base <> r15 then cache base = r15 reset cache flags $03 LSRLogical shift right DReg = SReg LSR 1 $04 ROL Rotate left with carryDReg = SReg ROL 1 $05 nn BRA sbyte Delayed branch relative always r15 =r15 + signed byte offset $06 nn BGE sbyte Delayed branch relative ifgreater than or equal if (s XOR v) = 1 then r15 = r15 + signed byteoffset $07 nn BLT sbyte Delayed branch relative if less than if (s XORv) = 0 then r15 = r15 + signed byte offset $08 nn BNE sbyte Delayedbranch relative if equal if z=1 then r15 = r15 + signed byte offset $09nn BEQ sbyte Delayed branch relative if not equal if z=0 then r15 =r15 + signed byte offset $0a nn BPL sbyte Delayed branch relative ifpositive if s=0 then r15 = r15 + signed byte offset $0b nn BMI sbyteDelayed branch relative if minus if s=1 then r15 = r15 + signed byteoffset $0c nn BCC sbyte Delayed branch relative if carry clear if c=0then r15 = r15 + signed byte offset $0d nn BCS sbyte Delayed branchrelative if carry set if c=1 then r15 = r15 + signed byte offset $0e nnBVC sbyte Delayed branch relative if overflow clear if v=0 then r15 =r15 + signed byte offset $0f nn BVS sbyte Delayed branch relative ifoverflow set if v=1 then r15 = r15 + signed byte offset $10-$1f TOr0..r15 (Prefix) set DReg to m (destination register for next op) DReg =m if b: MOVE m = SReg (No flags set) $20-$2f WITH r0..r15 (Prefix) setDReg&SReg to m (src & dest. & b flag) DReg = m SReg = m b = 1 $30-$3bSTW (m) Store SReg at address in m RAM[m] = SReg (word lo/hi buffered)(Words on even addresses normally) if alt1: STB (m) Store low byte ofSReg at address in m RAM[m] = SReg.1 (byte buffered) $3c LOOP Decrementr12 and if r12<>0 then delayed jump to address in r13 r12 = r12 − 1 ifr12<>0 then r15 = r13 (TO/WITH/FROM ignored) $3d ALT1 (Prefix) set alt1flag alt1 = 1 $3e ALT2 (Prefix) set alt2 flag alt2 = 1 $3f ALT3 (Prefix)set alt1 & alt2 flags alt1 = 1 alt2 = 1 $40-$4b LDW (m) Load DReg fromaddress in m DReg = RAM[m](word lo/hi waits) (Words on even addressesnormally) if alt1: LDB (m) Load DReg (unsigned byte) from address in mDReg.h = 0 DReg.l = RAM[m] (byte waits) $4c PLOT Plot pixel at r1,r2(x,y) and increment r1 (N.B. r1 and r2 are not checked for being onscreen, and will draw any- where in RAM) plot(r1,r2) r1 = r1+1 if alt1:RPIX Read colour of pixel at r1,r2 (x,y) DReg = point(r1,r2) $4d SWAPSwap bytes DReg.h = SReg.l DReg.l = SReg.h $4e COLOUR Set PLOT colourplot colour = SReg if alt1: CMODE Set PLOT colour mode plot colour mode= SReg $4f NOT DReg = NOT SReg $50-$5f ADD r0..r15 DReg = SReg + m ifalt1: ADC DReg = SReg + m + c if alt2: ADD DReg = SReg + #n ifalt1+alt2: ADC DReg = SReg + #n + c $60-$6f SUB r0..r15 DReg = SReg − mif alt1: SBC DReg = SReg − m − c if alt2: SUB DReg = SReg − #n ifalt1+alt2: CMP SReg − m (zero,sign,carry,overflow) $70 MERGE Merge highbytes of r7 and r8 into DReg DReg.h = r7.h DReg.l = r8.h Flags set onresult: s = b15 OR b7 v= b14 OR b6 OR s c= b13 OR b5 OR v z= b12 OR b4OR c $71-$7f AND r1..r15 DReg = SReg AND m if alt1: BIC DReg = SReg ANDNOT m if alt2: AND DReg = SReg AND #n if alt1+alt2: BIC DReg = SReg ANDNOT #n $80-$8f MULT r0..r15 DReg = SReg * Rn (signed 8 by 8 bit) ifalt1: UMULT DReg = SReg * Rn (unsigned 8 by 8 bit) if alt2: MULT DReg =SRegs * #n (signed 8 by 8 bit) if alt1+alt2: UMULT DReg = SReg * #n(unsigned 8 by 8 bit) $90 SBK Store SReg back to last RAM address used$91-$94 LINK 1..4 Link return address to r11 r11 = r15 + 1..4 $95: SEXSign extend low byte to word DReg.[b15-b7] = SReg.[b7] DReg.l = SReg.l$96 ASR Arithmetic shift right DReg = SReg ASR 1 if alt1: DIV2 Divide by2 with rounding DReg=SReg ASR 1 if DReg=−1 then DReg=0 $97 ROR Rotateright with carry DReg = SReg ROR 1 $98-$9d JMP r8..r13 Jump to addressin m r15 = m (delayed branch) if alt1: LIMP Long jump to address in m(ROM Bank from SReg) and reset cache r15 = m (delayed branch) ProgramROM bank reg = SReg $9e LOB Low byte DReg.h = 0 DReg.l = SReg.l $9fFMULT Fractional signed multiply DReg = (SReg * r6).hw (signed 16 by16bit multiply) c = (SReg) * r6).b15 if alt1: LMULT Long signed multiplyDReg = (SReg * r6).hw (signed 16 by16 bit multiply) r4 = (SReg *r6).lw c= (SReg) * r6).b15 $a0-$af nn IBT r0..r15, sbyte Load m with signextended byte m = immediate byte (sign extended) if alt1: LMS r0..r15,byte Load m from absolute shifted byte address m=RAM[byte<<1] (worddata) if alt2: SMS z0..r15, byte Store m to absolute shifted byteaddress RAM[byte<<1]=m (word data) $b0-$bf FROM r0..r15 (Prefix) SetSReg = m SReg = m if b: MOVES DReg = m (zero,sign&overflow(sign lo byteflags) $c0 HIB High byte DReg.h = 0 DReg.l = SReg.l $c1-$cf OR r1..r15DReg = SReg OR Rn if alt1: XOR DReg = SReg XOR Rn if alt2: OR DReg =SReg OR #n if alt1+alt2: XOR DReg = SReg XOR #n $d0-$de INC r0..r14Increment m m = m + 1 (TO/WITH/FROM ignored) $df GETC Get byte from ROMbuffer to PLOT colour if alt2: RAMB RAM data bank reg = SReg ifalt1+alt2: ROMB ROM data bank reg = SReg $e0-$ee DEC r0..r14 Decrement mm = m − 1 (TO/WITH/FROM ignored) $ef GETB Get unsigned byte from ROMbuffer to Dreg DReg = ROM buffer byte, zero extended if alt1: GETBH Getfrom ROM buffer to high byte of Dreg DReg = ROM buffer byte, merge withlow DReg= (SReg & $FF) + (byte<<8) (use WITH) if alt2: GETBL Get fromROM buffer to low byte of Dreg DReg = ROM buffer byte, merge with high(use WITH) if alt1+alt2: GETBS Get signed byte from ROM buffer to DregDReg = ROM buffer byte, sign extended $f0-$ff nnnn IWT r0..r15, Loadimmediate word to m word m = immediate word (buffered) if alt1: LMr0..r15, word Load m from absolute word address m = RAM[word addr] (worddata) if alt2: SM r0..r15, word Store m to absolute word address

[0235]FIGS. 6 through 17 show the block diagram depicted component partsof FIGS. 4A and 4B in further detail. In order to more clearly present;the unique features of the present invention, circuit details which arebelieved to be conventional or apparent to those skilled in the art andwhich tend to obfuscate these unique features are not shown in thefigures which follow.

[0236] An exemplary arithmetic and logic unit which may be used as ALUunit 50 is shown in FIG. 6. The ALU 50, as shown in FIG. 4A and FIG. 6,is coupled to X, Y, and Z buses. Thus, the Mario chip general registersR0 to R1S are coupled to the ALU.

[0237] The ALU 50 performs addition and subtraction functions via a 16bit adder/subtractor 152. The ALU 50 also includes conventional “AND”logic circuitry 154, “OR” logic circuitry 156, and “EXCLUSIVE OR” logiccircuitry 158.

[0238] The ALU also includes conventional shift function circuitry, inwhich any carry bit is shifted into the most significant bit positionand the result coupled to one input of multiplexer 164 via line 160.Additionally, ALU 50 performs conventional byte swap operations wherebythe least significant byte and the most significant byte carried on thebus may be swapped and the result coupled to multiplexer 164 on line162. The X and Y buses are coupled to circuits 152, 154, 156 and 158 asshown in FIG. 6.

[0239] The output from each of the adder/subtractor 152, circuits 154,156, 158, the shift output, and swap function output is coupled to the16 bit, six input-to-one “result” multiplexer 164. Depending upon theinstruction that is decoded, the appropriate result is output to thedestination bus z.

[0240] The adder/subtractor 152 in addition to receiving the 16 bitsfrom the X bus also receives information being forwarded on the Y bus orthe information in the instruction itself depending upon the instructiondecoder input to multiplexer 150.

[0241] ALU 50 additionally includes a CPU flag generation circuit 166.The CPU flag circuit 168 generates zero overflow, sign, and carrysignals for loading into at least one flag register within circuit 166.The CPU flags may be set from the instruction decoding circuit 60 whichdecodes the carry enable, zero enable, sign enable and overflow enablesignals generated by instructions, which cause flags to be set dependingupon the corresponding condition as determined by adder/subtractor 152.The flags may also be set based on the contents of the destination (orresult) bus Z which are input to flag circuit 166. Flags are used, forexample, to trigger conditional branching operations based on a widerange of conditions.

[0242]FIGS. 7, 8A, and 8B shows the pixel plot circuitry (52, 54, 56,and 58) shown in FIG. 4A in further detail. This circuitry executes thePLOT command which takes a specified X coordinate and Y coordinate andplots a pixel at those screen coordinates in the color specified by thecontents of the color register 54 which is loaded by a COLOR command.

[0243] As noted above, the Super NES utilizes a character mapped displayscreen. The plot hardware operates to convert pixel coordinate addressdata into character mapped address data.

[0244] The Super NES characters are defined in bit planes. Characterscan have either 2, 4, or 8 bit planes for defining 4, 16, or 256 colors.Each byte of the character definition includes a bit plane of one pixelrow of the character. The pixels are defined left to right, high bit tolow bit. For a 256 color mode of operation, there are 8 RAM locationswhich need to be updated.

[0245] The pixel plot hardware includes a local buffering mechanismincluding a color matrix 206 which stores all the bits in a particularbyte to be displayed since all such bits may ultimately need to beupdated. A bit plane counter 208 is coupled to the color matrix circuit208. The pixel coordinates are loaded into plot X and plot Y registers202, 204 from the X and Y buses. In the present exemplary embodiment,general registers R1 and R2 are used as the plot X register 202 and theplot Y register 204 shown in FIG. 7. These registers receive the X and Ycoordinates of the pixel to be plotted as specified by the PLOT command.

[0246] The plot X and plot Y registers 202, 204 are coupled to full andhalf adder based character address calculating circuitry which outputson address to a 2 position barrel shifting circuit 214 which, in turn,is coupled to a plot address register 216 and an address comparator 218.The three least significant bits of the plot X register are coupled todemultiplexer 212 which, in turn, is coupled to a bit pending register210.

[0247] Plot controller 200 shown in FIG. 8A receives signals indicatingthat a PLOT pixel (PLOT) or READ pixel (RPIX) command has been decodedas well as other control signals described below. Plot controller 200generates plot circuit control signals used in the manner set forthbelow.

[0248] As indicated above, the plot control circuit 200 generatescontrol signals utilized within the pixel plot hardware 52. As indicatedin FIG. 8A, the pixel control circuit 200 receives the output from thebit pending register 210 which output is coupled to the pixel controlcircuit 200 through AND gate 201. If all eight bits of the bit pendingregister 210 are set, the pixel control logic 200 is informed that areading cycle may be skipped and the information in the color matrix 206may be written out to RAM.

[0249] The pixel control circuit 200 is also responsive to the PLOTcommand to initiate its operation. The pixel control logic 200 alsoresponds to the READ pixel command RPIX to initiate virtually identicaloperations, except that new information is not written into the colormatrix 206 for outputting to RAM. As noted above, the READ pixel commandis executed if there is a need to know the color of a particular pixelon the screen and is also used to flush out the existing information inthe color matrix 206.

[0250] The controller 200 also receives a RAM done control signalRAMDONE, which indicates that the RAM access has been completed. The RAMdone signal, as noted above, is also used to increment the bit planecounter 208, which identifies a bit plane in the color matrix 206. Theplot controller 200 also receives the PLEQ signal from addresscomparator 218, which indicates that there has been an address match andthere is no need to write out the contents of the color matrix 206 toRAM, to thereby indicate that updating should continue with respect tothe current color matrix contents. The plot controller 200 also receivethe screen mode SCR.MD control signal which informs the plot controller200 as to how many bytes must be read and written.

[0251] The plot control circuit 200 generates a dump control signal DUMPreferred to in conjunction with FIGS. 7 and 8B which causes the contentsof the color matrix 206 to be buffered in its second buffering section.The controller 200 additionally generates a clear bit pending registersignal CLRPND and a load bit pending register control signal LDPND andcouples such signals to the bit pending register 210. Additionally, thecontroller 200 generates the LDPIX and BPR control signals associatedwith the color matrix elements described in conjunction with FIG. 8B.

[0252] The decoding of the PLOT command by the instruction decoder andthe PLOT signal input to the plot controller 200 initiates thegeneration of the load pending signal LDPND presuming that the pixelplot hardware is not otherwise busy. The LDPND signal is coupled to thebit pending register 210 to enable the loading of the data into the bitpending register 210 from the demultiplexer 212. The clear pendingsignal CLRPND is generated in response to the RAM done signal RAMDONEwhich indicates that 'the pending data has been written out to RAM.Thereafter, the bit pending register is freed for the next pixel plotinformation.

[0253] A timing diagram depicting the relationship between the signalsreceived by the plot controller 200, various address and data signals,other related control signals and the plot controller generated outputcontrol signals described above are shown. in FIG. 8C. Exemplary addressvalue, data value, etc., are shown for purposes of illustration only.

[0254] The plot hardware 52 operates as follows. When the plotcontroller 200 determines that the plot hardware 52 is not busy, thecontents of the color register 54 shown in FIG. 4A is loaded into ahorizontal row of the 8 by 8 color matrix circuit 206. Color matrix 200is loaded by rows and read out by columns. The contents of the colorregister 54 are updated by a COLOR command. The color register 54 is theregister through which any subsequent PLOT command will load color datainto the color matrix.

[0255] The vertical position in the color matrix 206 to which the colorregister bits are loaded is determined by the three least significantbits stored in the plot X register 202. Thus, the three leastsignificant bits of the plotting address define a row of bits which isto be updated in the color matrix 206.

[0256] Bit pending register 210 is used to record which particular bitsof the section of the screen character is being updated. The register210 include 16 register flags which indicate that bits have been writteninto the associated portion of the screen. The bit pending register 210is loaded in response to a signal LDPND and cleared by a signal CLRPNDgenerated by the plot controller 210.

[0257] If a subsequent plot command is to be executed for updating thescreen map in the same area, the operation for a given bit is repeatedtogether with additional color data corresponding to a pixel which isloaded into the 8 by 8 color matrix 206. Another bit is then set intobit pending register 210 via the least significant bits of the plotaddress stored in the plot X register 202. A particular bit is loadedinto the bit pending register 210 via a 3 to 8 demultiplexer 212 whichis coupled to plot X register 202. If the pixel to be updated is morethan 8 pixels away horizontally or if it occupies a different verticalposition, then the data which has been written into matrix 206 must beread out to RAM 6 (or 8). The color matrix 206 is thereafter free toreceive new color data. Until a subsequent plot command is receivedwhich requires writing to RAM,, the current content of color matrix 206is buffered within the pixel plotter hardware, e.g., within he colormatrix 206.

[0258] When data from the color matrix 206 is written to RAM 6 or 6,address transformation calculations are made to convert the X, Ycoordinate to a RAM address by using the logic gates, full and halfadder circuits of the type shown in FIG. 7. The actual addresscalculation is to be made in accordance with the explanation andexemplary code set forth below. Such calculations will vary dependingupon whether 4, 16, or 256 color mode is being used. Exemplarycalculations are given for the 256 color mode.

[0259] These 256 color characters have 4 blocks of 16 bytes, eachdefining pairs of bit planes for a total of 64 bytes.

[0260] A bit map is constructed by placing a unique character on everyposition of the required screen area. When plotting in association withthe Super NES, it is best to organize the characters in columns.

[0261] eg. (128 pixel high screen) 0 16 32 . . . . . . 1 17 33   . . . 218 24   . . . . . . . . . 15 31 47  . . .

[0262] The Super NES is not limited to 256 characters, so bit map sizeis mainly constrained by memory and DMA transfer time. The Mario chip isable to plot on, for example, 128 and 160 pixel high screens. Themaximum screen width is 32 characters or 256 pixels.

[0263] The following algorithm exemplifies how pixel plotting iscontrolled using a virtual bit map organized in columns.

[0264] First Calculate a pixel mask for all bit planes, from leastsignificant 3 bits of x coord. Pixel num. Mask 0 %10000000 1 %01000000 .. . 7 %00000001

[0265] Next Calculate offset down column using y coordinate with low 3bits removed, to give characters down column, & then multiply by size ofcharacter. Screen colors Character size in bytes 4 16 16 32 256 64

[0266] Next Calculate offset of top of character column from xcoordinate with low 3 bits removed, multiplied by column size. Columnsize is number of characters in column multiplied by character size.Chars high 16 20 4 256 byte 320 byte colors 16 512 byte 640 256 1024byte 1280 byte

[0267] The low 3 bits of the y coordinate give byte offset down thecharacter. The total of all offsets plus pointer to current bit mapgives address of byte holding first bit plane of pixel. Following bitplanes are alternately 1 byte on, then 15 bytes on from the last. Pixelbits can then be set or cleared using the pixel mask. The bit in eachbit plane is set or cleared to the state of the corresponding bit in thecolor number stored in the color register 54 required for the pixel.EXAMPLE CODE ;Plot on 4 bit planes in 65816 code, as used in our gamedemo. ;The routine is mostly table driven. ;Registers A,X and Y are 16bit. SetColour ;Get colour and double lda Colour asl a tax ;set colourmask for bit planes 0 and 1 lda mask1tab,x sta mask1 ;set colour taskfor bit planes 2 and 3 lda mask2tab,x sta mask2 rts Plot ;Get horizontal& vertical coords ;double both and move to Y & X regs lda plotx1 asl atay ;Y is x coord * 2 lda ploty1 asl a tax ;X is y coord * 2 ;Get offsetdown column lda pyoftab,x ;Add start of column offset clc adc pxoftab,y;Add double buffer pointer (select bitmap) clc adc drawmap tax ; X isoffset of word holding required pixel from bitmapbase. ; Y is x coord ofpixel * 2 ;Do bit planes 0 and 1 lda.1 bitmapbase,x ;get word holdingpixel and pbittabn,y ;mask out old pixel colour sta pmask lda mask1;Mask colour and and pbittab,y ;pixel task together ora pmask ;join withother pixels sta.1 bitmapbase,x ;store to bitmap ;Do bit planes 2 and 3lda.1 bitmapbase+16,x and pbittabn,y sta pmask lda mask2 and pbittab,yora pmask sta.1 bitmapbase+16,x rts ;256 word table of pairs of pixelbit masks pbittab rept 32 ;num_col dw$8080,$4040,$2020,$1010,$0808,$0404,$0202,$0101 endr ;table above withwords inverted pbittabn rept 32 ;num_col dw$7f7f,−$4040,−$2020,−$1010,−$808,−$404,−$202, −$101 endr ;colour masksfor bit planes 0 & 1 (colours 0 to 15) mask1tab dw$0000,$00ff,$ff00,$ffff,$0000,$00ff,$ff00,$ffff dw$0000,$00ff,$ff00,$ffff,$0000,$00ff,$ff00,$ffff ;colour masks for bitplanes 2 & 3 (colours 0 to 15) mask2tab dw$0000,$0000,$0000,$0000,$00ff,$00ff,$00ff,$00ff dw$ff00,$ff00,$ff00,$ff00,$ffff,$ffff,$ffff,$ffff col_size equNumber_char_rows * 8 * Number_bit_planes ; (16) (4) ;Offset to start ofchar column table pxoftab temp = 0 rept 32 ;number of char columns dwtemp,temp,temp,temp,temp,temp,temp,temp temp = temp+cool_size endr;Offset down column table pyoftab temp = 0 rept 16 ;Number of char rowsdw temp dw temp+2 dw temp+4 dw temp+6 dw temp+8 dw temp+10 dw temp+12 dwtemp+14 temp = temp+32 +L,3 endr

[0268] Turning back to FIG. 7 in more detail, the X and Y coordinates onthe screen defining the position of the pixel to be plotted is loadedinto PLOT X and Y registers 202 and 204 (which registers may actually bethe R1 and R2 registers in register block 76). The least significantthree bits of the plotting address loaded into the PLOT X register 202define which bit within a bit plane byte is to be written to by thespecified X and Y coordinate. The contents of the accumulator R0 isloaded to the column of the color matrix 206 selected by the leastsignificant bits of plot X register 202.

[0269] If the plot X register 202 is 0, then the least significant bitwill be updated in each of the 8 bits defining the pixel. With plot Xregister 202 being 0, the 3 to 8 demultiplexer 212 will set the leastsignificant bit and in the bit pending register 210 to a logical “1”.

[0270] The bit pending register 210 is utilized by the RAM controller 88to indicate gaps which do not need to be written out from RAM since thecorresponding bits in bit pending register 210 indicate that nomodification is required.

[0271] The bit pending register 210 operates as a pixel mask buffer toprevent overwriting new data from RAM, if such new data is not desired.In order to perform this function, the contents of the bit pendingregister 210 as indicated in FIG. 7 is coupled as an input to the colormatrix circuit 206.

[0272] If the BIT_PENDING register 210 is zero, the screen address ofthe pixel is computed, and loaded into the a plot address register 216and the pixel position within the byte is used to set the same bit inthe BIT_PENDING register 210. If the BIT_PENDING register 210 isnon-zero, then the BUSY flag is set.

[0273] If the new computed address equals the contents of the PLOT_ADDRregister 216, then the new pixel bit position is set within theBIT_PENDING register 210 and the BUSY flag is reset.

[0274] If the new address differs from the contents of the PLOT_ADDRregister, then the following steps are taken:

[0275] Step 1. If the BIT_PENDING register 210 contains FFh then godirectly to step 3.

[0276] Step 2. Read byte from RAM at PLOT_ADDR+scr. base into atemporary data buffer, PLOT_BUFF.

[0277] Step 3. If the bits in the data buff masked by the BIT_PENDregister 210 are all equal to row 0 of the PLOT_COLOR register array,then go straight to Step 5.

[0278] Step 4. Write row 0 of the PLOT_COLOR register array into all thebits in PLOT_BUFF enabled by the BIT_PENDING register. Write data_buffback to RAUM at PLOT_ADDR.

[0279] Step 5. Do the same operation (PLOT_ADDR+1) and row 1 of thePLOT_COLOR register array.

[0280] Step 6. If 8 or 256 color mode, do the same operation on(PLOT_ADDR+16) and row 2 of the PLOT_COLOR register array. continueuntil all color bits are updated.

[0281] The contents of the plot X and plot Y register 202, 204 areprocessed by the full adder and half adder circuitry represented in FIG.7. The configuration of full and half adders FA and HA and theassociated logic circuitry have been simplified for the purposes of theFIG. 7 block diagram. The address calculation may be accomplished asfollows: y7 y6 y5 y4 y3 x7 x6 x5 x4 x3 0 0 x7 x6 x5 x4 x3 0 0 0 0 px9px8 px7 px6 px5 px4 px3 px2 px1 px0

[0282] to thereby generate a 10 bit partial result px[0 . . . 3]; using,for example, 6 full adders and 4 half adders.

[0283] This result is fed into a 12×3 way multiplexer controlled by thechar_size value in order to shift the partial result into the correctprecision for the screen mode selected. This combined with the y lowerbits y[0 . . . 2] forms a 16 bit screen address. To complete the addresscalculation, this is then added to the screen_base value scr[9 . . . 22]which allows the screen to be placed on 1k boundaries.

[0284] This address is then coupled to a two position barrel shifter 214which operates to multiply the address information input thereto by 1 or2 or 4 to correspond to whether 4, 16, or 256 color resolution has beenselected.

[0285] The output of the shift circuit 214 is coupled to a plot addressregister 216 which serves as a buffer storage for the RAM address. Theaddress needs to be buffered since after the plot command is executed,the contents of registers R1 and R2, i.e., plot X and plot Y registers,may change.

[0286] The address comparator 218 compares the new address determined bythe plot hardware as output: from shift circuit 214 with the old addressstored in the plot address register 216. If the address is different,then the address must be written out to RAM. The address comparator 218generates a control signal PLEQ (which is coupled to plot controller200) if the plot address stored in address register 216 is equal to theoutput of shifting circuit 214.

[0287] Turning back to the color matrix 206, as noted above, colormatrix 206 is read out in columns. A bit plane counter 208 is coupled tothe color matrix 206 and defines which column is to be read out. The bitplane counter 208 is coupled to RAM controller 88 and when a RAMoperation is completed, the RAM controller 88 generates a signal whichincrements bit plane counter 208.

[0288] Color matrix 206 includes an array of elements such as the oneshown in FIG. 8B. There are 64 such elements in one matrix element ofthe 8 by 8 matrix 206. When the plot command is decoded, controller 200couples instruction control signal LDPIX to latch 220 to enable thelatch to be loaded with color data COL from the color register 54. Thegeneration of the control signal DUMP by controller 200 indicates thatthe first level of buffering within the color matrix 206 is completedand the data needs to be output to the screen. Once the DUMP signal isgenerated, the data stored in latch 220 is coupled to gating circuitry226 and to latch 228. When the DUMP signal is actively coupled to gatingcircuitry 226, that gating circuitry couples the data to latch 228. Atthe same time, gate 224 is deactivated, which in turn prevents thefeedback loop from the non-inverting output of latch 228 frommaintaining storage of the previous stored data.

[0289] When data is read in from RAM to fill in data. gaps, controlsignal BPR provides a zero input to gate 222 and the LDRAM signal willbe in a zero state. Under these conditions, data input from the RAMDinput will pass through the gating circuitry 226 into latch 228. Thedata in latch 228 is then available for reading out to the RAM data busvia the RAM controller 88 as shown in FIG. 7. Other such elements arecombined to convert the pixel data as indicated by the X, Y pixelidentification to character data compatible with the Super NES characterformat.

[0290] The RAM controller 88 shown in detail in FIG. 9 generates variouscontrol signals associated with accessing the game cartridge RAM(s). Thecartridge RAM(s) must be shared between the Super NES, the plot hardware52 within the Mario chip, and the data fetches from the Mario chipprograms which are executed. The RAM controller 88 serves to insure thatthe appropriate address is sent to the RAM address bus at theappropriate times. The generation of RAM accessing signals at theappropriate time is controlled in part by arbitration logic 310 which isshown in further detail in FIG. 10.

[0291] The RAM controller 88 includes a multiplexer 304 whichmultiplexes between an input from the RAM data pins via the RAM D databus and the instruction bus. The instruction bus or the RAM data bus isselected in response to signal received from the instruction decoder 60and the appropriate RAM output is placed on the destination Z bus.

[0292] The RAM controller 88 also includes a 16-bit data register 300which is reserved for data writes to RAM received from either the 16 bitX bus, or the 16 bit Y bus under the control of signals received fromthe instruction decoder 60. The data loaded into the data register 300is divided into a low byte and a high byte and coupled to RAM data pinsvia multiplexer 302 which outputs the low or high byte in response to asignal received from instructions decoder 60.

[0293] RAM controller 88 also includes a 20-bit address multiplexer 308.Multiplexer 308 selects an address input in response to a control signalreceived from arbitration circuit 310 which is derived from the codeacknowledge CACK, data acknowledge DACK, or plot acknowledge PACKsignals generated in the arbitration circuit 310. Address signals fromthe Super NES address bus HA are received by multiplexer 308 and arecoupled to the RAM address bus, via memory timing signal generator 312,whenever the Mario “owner” status bit is set to a zero. The arbitrationcircuit 310 is informed of the status of the Mario chip RAM ownershipvia the signal RAN coupled to arbitration circuit 310 which alsoreceives a RAM refresh control signal RFSE. The RAN and RFSH signals are“OR”ed together to form the “SUSPEND” signal shown in FIG. 10.

[0294] The address multiplexer 308 also receives an address input fromthe 16-bit multiplexer register 306. Multiplexer register 306 receiveseither the contents of the Y bus or the contents of the instruction busdepending upon a select signal generated by instruction decoder 60.Multiplexer 308 also receives the output of the data bank register 314as an address input together with the contents of the program counter PCas shown in FIG. 9. The screen bank register 316 output is used to formthe most significant bits of the plot: address input to multiplexer 308,the least significant bits being input from the plot circuitry of FIG.7. Both the screen bank register 316 and the data bank register 314 areloaded with data from the host data bus ED and are addressable by thehost CPU. These registers, while shown in FIG. 9, are not necessarilyembodied in the R4 controller 88 itself, but rather their contents arecoupled to the RAM controller. The data bank register 314 may, forexample, be in the ROM controller 104 described below and the screenbank register may be, for example, embodied in the plot hardware 52.

[0295] The multiplexer 308 input signal to be outpost is selected asfollows. If the code acknowledge signal CACK is generated, then the codebank and program counter PC input is selected. If the data acknowledgesignal DACK is generated, then the data bank plus multiplexer registerinput is selected.

[0296] If the plot acknowledge signal PACK is present, the the plotaddress is selected. Finally, if neither then CACK, DACK or PACK signalsare present, then the host (e.g., SNES) address input is selected.

[0297] The 20 bit address output of multiplexer 308 is coupled to memorytiming signal generator 312 which couples these address signals to RAM6, 8 at the appropriate time. The memory timing signal generator 312receives the output from a gray counter in arbitration block 310. Thememory timing signal generator 312 decodes the output from the graycounter and generates output signals for addressing RAM 6, 8 shown inFIG. 1 via the RAM address bus RAMA. Alternatively, timing signalgenerator 312 will generate control signals for accessing RAM 6, 8including row address strobe RAS, column address strobe CAS, and writeenable WE signals, as shown in FIG. 1.

[0298] The memory timing signal generator 312 generates a DONE signalwhich is fed back to arbitration logic 310 to indicate that the RAMcycle has been completed. The memory timing signal generator 312 alsogenerates a data latch signal DATLAT which operates to latch data comingfrom the external RAM into data latches (not shown) in the RAMcontroller 88. Data from RAM is then coupled to the Mario chip circuitryvia, for example, the LAM data bus RAMD_IN. The RAM A address signaloutput from timing signal generator 312 is coupled to any static RAM onthe game cartridge. The control signals CES, RAS and WE are generated,if dynamic RAM is used in the game cartridge. The static or dynamic RAMsignals will be appropriately generated depending upon the configurationof the Mario chip, as indicated by the option resistor settingsdescribed above. Exemplary timing signals generated by timing signalgenerator 312 and other related signals are shown in FIG. 9A. Theexemplary address and data values shown are set forth for purposes ofillustration only. The RAM DONE signal is shown in FIG. 5C.

[0299] The generation of RAM accessing signals at the appropriate timeis controlled in part by arbitration logic 310. As shown in FIG. 10,arbitration logic 310 receives memory access input related signals CACHErequest CACHERQ, data request DATRQ and plot request PLTRQ. Each ofthese input signals are temporarily stored in latches 325, 327, 329,respectively. If a Mario instruction is to be executed out of RAM orROM, the process is initiated by the receipt of a CACHE request signalCACHERQ which is used in the context of FIG. 10 to confirm that theinstruction is not being executed out of CACHE RAM and therefore must beexecuted out of RAM or ROM. Thus, the CACHE request CACHERQ signalindicates that the instruction can not be executed out of CACHE 94. Thedata request signal DATARQ is generated as a result of decoding aninstruction requiring RAM access (e.g., the load byte, load wordinstructions). Additionally, the arbitration logic 310 receives a plotrequest signal PLTRQ which is generated by the plot controller 200 inresponse to the decoding of a plot command.

[0300] The arbitration logic 310 is only enabled (as indicated by astatus register SUSPEND mode bit being in a “0” state) when the Mariochip is running and when the Mario owner bit is set. After receipt andstorage of the CACHE request, data request, and plot request signals,latches 325, 327, and 329 generate CRQ, DRQ and PRQ signals,respectively. Gates 331, 333 and 335 receive these signals from therespective latch non-inverting output and establish the priority forthese signals. In this regard, the CACHE request signal has the highestpriority, the data request the second highest priority and the plotrequest signal has the lowest priority. The CACHE request signal isassigned the top priority since it indicates that an attempt hits beenmade to execute an instruction out of CACHE and that it is necessary toaccess the instruction from RAM. The gating circuits 333 and 335 operateto ensure that a lower priority request does not operate to set latches339 and 341, if a higher priority request has already set its respectivelatch. The latches 337, 339, 341 can only be set if the system is not inSUSPEND mode since the SUSPEND mode signal is input to each of gates331, 333, 335. The SUSPEND mode signal will be at a low logic levelstate when the Mario chip owns, i.e., has free access to, RAM. Thelatches 337, 339 and 341 cannot be set if SUSPEND is set to “1” nor whenany of the acknowledge latches 337, 339 and 341 are already at “1”(i.e., a cycle is already in progress). The gates 331, 333 and 335establish the priority of RAM access. The Data acknowledge latch 339will not be set if the CACHE REQUEST latch 337 is set, nor will the Plotacknowledge latch 341 be set if either CACHE or DATA request latches areset.

[0301] The cache acknowledge signal CACK is generated as soon as latch337 is set by the cache request signal and as soon as it established bythe logic circuitry in FIG. 10 that the CACHE 94 (or RAM) is available.The data acknowledgement signal DACX and plot request acknowledgmentsignal PACK are likewise generated to acknowledge the data request andplot request signals if the logic circuitry in FIG. 10 determines thatthe RAM is not otherwise busy.

[0302] The non-inverting output of latches 337, 339, and 341 are coupledto gating circuit 343 which in turn, via NOR gate 344 resets graycounter 345 which generates timing signals for RAM accesses. It will beappreciated by those skilled in the art, that a gray counter is acounter where only one output bit changes at one time, whichconveniently may be used to control RAM access time.

[0303] A DONE signal generated by timing signal generator 312 isreceived by NOR gate 344, and latches 337, 339, 341. The DONE signalindicates that a RAM cycle has been completed. The generation of theDONE signal triggers the clearing of the appropriate latch in thearbitration logic 310 to clear the request that has been latched. TheDONE signal is also coupled to the originating circuit, e.g., the cachecontroller 68 or plot controller 52, to indicate that the RAM access hasbeen completed.

[0304] In accordance with an alternative embodiment of the presentinvention, the Mario chip may use a dual clocking system. Thus, Mariochip processor need not be driven by the same clock which drives, forexample, the RAM controller circuitry identified above. The RAMcontroller 88 may, for example, be driven by the 21 MHz clock signalreceived from the Super NES and the Mario chip processor may be drivenby another variable frequency clock. In this fashion, the Mario chipprocessor will not be constrained to operate at 21 MHz clocking rate.

[0305] The Mario chip in accordance with this exemplary embodiment mayuse an asynchronous state machine control circuit such as that shown inFIG. 11 for performing a resynchronizing dual clock interfacingfunction. The FIG. 11 circuitry may be used to interface with Mario chipprocessor if it is implemented using a different clocking system than amemory controller operating at another clocking rate.

[0306] The resynchronization circuit shown in FIG. 11 receives anincoming clock signal DIN which is not synchronous with a clock signalCK. The resynchronizing circuitry generates a signal from DIN which issynchronous with CK, whether DIN is of higher or lower frequency thanthe clock rate CK.

[0307] As exemplified in FIG. 12, in response to the signal DIN, thecircuitry shown in FIG. 11. Transitions through states 010, 110, 100,101, 111, and back to the initial state 010. The FIG. 11resynchronization circuitry may be employed in any interface circuitreceiving dual clock signals such as ROM controller 104 and RAMcontroller 88.

[0308] The circuit shown in FIG. 11 responds to the incoming signal DINby switching from its idle or reset state “010” to form state “110” dueto latch A being set by gate F. As soon as the resynchronizing clock CKgoes low (which may already be true), latch B is reset by Gate E formingstate “100”. When the clock goes high again, latch C is set formingstate “101” by Gate A.

[0309] Latch C generates the output from the circuit as indicated at Qin FIG. 11. When the input signal goes low again, latch B is set againby Gate C forming state “111”. When the clock CK goes low again afterreaching state “111”, then latch A is reset by Gate G forming state 011.Thereafter, clock CK goes high again and latch C is reset by Gate Breturning the state machine to its idle state, then the output becomesinactive.

[0310]FIG. 13 shows the FIG. 4B ROM controller 104 in further detail.The ROM controller 104 includes a cache loader 400 which controls inpart the loading of the Mario chip cache RAM 94 with currently executingprogram instructions stored in ROM 10 or in the cartridge RAM.Instructions are loaded into cache RAM 94 in 16-byte groupings. When ajump instruction is encountered, in the middle of a 16 byte segment, acomplete 16-byte segment must nevertheless be continued to be filledbefore the jump may be executed. The CACHE load circuit 400 includes a2-bit state machine which responds to the decoding of the jumpinstruction by ensuring that the remaining bytes of the 16 byte CACHEsegment are loaded into cache RAM 94. The first state of the cacheloading logic state machine is the idle state which is true if eitherprogram execution is outside the range of cache or if the program datahas already been loaded into cache. The second states indicates that theloading of cache and the executing the instructions from the cartridgeROM or RAM are occurring at the same time. The third state is triggeredby the decoding of the jump instruction which state remains in effectuntil all the bytes in the 16 byte cache segment has been loaded. Thefourth state is encountered when the jump is executed and the jump fallson an address which does not precisely correspond to a cache 16 byteboundary in which case the cache is filled from the beginning of theboundary to the part of the 16 byte segment corresponding to the addressto which the program has branched.

[0311] The cache controller 68 shown in FIG. 4B generates a CACHE signalwhich is input to cache loader 400 and which indicates that therequested instruction is not presently available in the cache RAM 94.Accordingly, the instruction must be fetched from ROM. The code banksignal identifies the most significant three bits of the address to beaccessed and indicates whether the program ROM or the RAM is to beaccessed. Cache loader 400 also includes a counter (not shown) whichduring program execution maintains a count corresponding to the leastsignificant bits of the program counter PC. is counter is loaded via thePC input of cache loader 400.

[0312] The cache load circuitry 400 in the ROM controller 104 alsoreceives WAIT and GO control signals which indicate that the Marioprocessor is not being held in the WAIT state for any reason and thatthe Mario chip is in the “go” or “running” mode. Under suchcircumstances the cache loading circuit 400 generates a CODEFETCHcontrol signal which is coupled to NOR gate 408 shown in FIG. 13, which,in turn, is coupled to the clear input of ROM timing counter 406. Whencache load circuit 400 generates a code fetch signal CODE FETCH, logiccircuitry within the ROM controller 104 initiates a code fetch on ahigher priority then the data fetch as this code fetch must be initiatedprior to data fetch. Arbitration circuitry incorporating priority logicsuch as shown in conjunction with FIG. 10 may be used to enable thegenerated signal to be given a higher priority than the DATA FETCH.

[0313] When the clear signal is removed from the ROM timing counter 406,a count cycle is initiated. ROM timing counter 406 is used to generatethe ROMRDY timing signal which indicates that ROM data is available atROM data pins, which signal is output from gating circuit 410.

[0314] The ROM data ready signal ROMRDY gating is coupled to theresynchronization circuit 402, which may, for example, comprise theresynchronization circuitry described above in FIG. 11. Aftersynchronization is obtained with the processor clock, signal ROM DCK isgenerated to reset latch 404 and to generate a DATAFETCH signalindicative of a data fetch triggered by the accessing of register R14which results in the EN_R14 signal. The DATAFETCH signal is generatedwhen ROM timing counter 406 has reached a predetermined count to ensurethat data is available at ROM data pins.

[0315] The ROM controller shown in FIG. 13 generates a ROM address atthe output from multiplexer 414 which selects address information fromone of the following inputs. The code bank register 412 is loaded fromthe Super NES data bus HD to define from which ROM program bank theMario code is to be executed. The code bank register 412 provides 8 bitsof a 23 bit ROM address to multiplexer 414. The least significant bitsof the ROM address are obtained from the contents of the program counterPC. When data is being written into cache RAM, the least significant 4bits from the CACHE LOAD signal are generated by cache load 400. Anadditional . multiplexer 414 address input is generated. from thecontents of Mario general register R14 whenever register R14 isaccessed.

[0316] The accessing of register R14 results in the data fetch latch 404generating a DATAFETCH signal which is utilized as a control input forcausing multiplexer 414 to select its R14 input (and the contents of thedata bank register 416 which is loaded from the Super NES data bus ED).The data bank register 416 contains the most significant bits of thedata bank associated with an R14 fetching operation.

[0317] The DATAFETCH signal additionally is coupled to gate 408 whichwill initiate counting by the ROM timing counter 406 which, in turn,generates a ROM ready signal ROMRDY via gate 410. When the ROMRDY signalis generated, data is available from the ROM data bus ROM D[7:0].

[0318] The address multiplexer 414 also receives a ROM address from theSuper NES address bus EA. The Super NES address bus will be selecteddepending upon the state of the signal “ROM” which is coupled tomultiplexer 414 control inputs. The “ROM” control signal indicates tothe Mario ROM controller that the Super NES has control of the ROMaddress bus.

[0319] After a jump instruction is decoded, the address multiplexer 414is fed the contents of the program counter plus the four leastsignificant: bits generated by the counter within the cache loader 400.This permits the cache segment to be loaded with the remainder of the 16bytes which were being loaded prior to the jump being decoded.

[0320] The multiplexer 422 provides the data path within the ROMcontroller 104 from the ROM data pins ROMD to the Mario chip'sdestination bus Z. The DATAFETCH signal which has been generated bylatch 404 and the ROMRDY signal generated by ROM timing counter 406 arecoupled to gate 418 to enable the loading of ROM buffer 420. ROM datafrom the ROM data bus ROMD [7 . . . 0] is loaded into ROM buffer 420.

[0321] The multiplexer 422 selects an input in response to the decodingof an instruction code (such as GET B which is the automatic data fetchtriggered by the accessing of register R14). If a code fetch operationis decoded, the ROM controller 104 will couple instructions to theinstruction bus in the Mario chip as indicated in FIG. 15A. If a GET Binstruction is decoded then the buffered byte stored in register 420 isplaced on the Z bus. Certain GET B instruction operations involve dataon the X bus as is indicated via the corresponding inputs to multiplexer422 shown in FIG. 13. The data coupled to destination Z bus may then beloaded into one of the Mario general registers 76.

[0322] The cache controller 68 is shown in further detail in FIG. 14.Cache controller 68 includes a tag latch 506. Tag latch 506 includes,for example, 64 latches which indicate whether instructions are storedin the cache RAM 94 (which is shown for illustration purposes as beingembodied in the cache controller).

[0323] Each of the 64 flags in tag latches 506 corresponds to 16 bits ofinformation stored in the cache RAM 94. Cache RAM 94 is loaded withinstructions at the same time instructions are being executed from ROMor RAM. When a Jump instruction is executed, as noted above, the RAM 94is loaded with the remaining bytes of the 16 byte segment via the cacheloader 400 described in conjunction with the ROM controller 104 shown inFIG. 13. Until these remaining bytes are loaded, the entire 16 bytesegment cannot be flagged as loaded via tag latch 506.

[0324] Focussing on gating circuit 510, when the program counter hascounted from 0 to 15, the 14 bit subtractor 502 has output anout-of-range signal (which is inverted) and when the ROM controller hasoutput its ROM data ready signal ROMRDY (indicating that a byte is readyto be output), gating circuit 510 sets the tag latch 506 at the locationaddressed by demultiplexer 504.

[0325] When a cache instruction is decoded, a control signal isgenerated on bus 501 which indicates that subsequent instructions are tobe executed from the cache RAM memory 94. The control signal on bus 501is coupled to the cache base register 500 load input and serves to loadcache base register 500 with the 13 most significant bits of programcounter PC. At the same time, as indicated in FIG. 14, the tag latches506 are cleared.

[0326] The output of the cache base register 500 and the mostsignificant bits of the program counter (e.g., bits 3-15) are coupled tosubtractor 502, which determines whether the address input from theprogram counter PC is within the cache RAM 94 range. The subtractor 502outputs, for example, its six least significant bits, as the mostsignificant bits of the cache RAM address, the three least significantaddress bits being coupled from the program counter PC.

[0327] The out-of-range signal O/RANGE is generated from a carry outputsignal from the subtractor 502 and is inverted. The invertedout-of-range signal when high serves to initiate the setting of onelatch in latch array 506. The latch set will depend upon the cacheaddress output from subtractor 502 via demultiplexer 504 and correspondsto a 16-byte segment in cache RAM 94 to indicate that an instruction isstored in cache corresponding to the output cache RAM address. The taglatches 506 outputs are coupled to a multiplexer 512 which couples oneof the 64 tag latch signals to NOR gate 514 based upon the multiplexerselect input which selects one latch signal to be output correspondingto one of 64 select lines output from DEMUX 504. The other input to NORgate 514 is the out-of-range signal which indicates that an externalfetch is required since the desired instruction cannot be found in thecache RAM 94.

[0328]FIG. 15A shows a block diagram of the ALU controller/instructiondecoder 60 shown in FIG. 4A. As indicated in FIG. 15, the ALUcontroller/instruction decoder 60 receives instructions from the cacheRAM 94, ROM controller 104, and RAM controller 88. These Mario chipcomponents are not part of the ALU/instruction decoder 60 but aredepicted in FIG. 15 for illustration purposes only.

[0329] Multiplexer 525 selects an instruction output from either cacheRAM 94, ROM controller 104, or RAM controller 88 and inputs the selectedinstruction to pipeline latch 527. Selection by multiplexer 525 betweenRAM or ROM based instructions depends upon the state of a predeterminedbit in the code bank register, e.g., bit 4. Thus, depending upon theaddress information loaded into the code bank register, an instructionfrom ROM or RAM will be decoded. Alternatively, multiplexer 525 selectsan instruction from cache RAM 94 depending upon the state of a controlsignal CACHE CTL from the cache controller 68 which indicates that aninstruction to be executed is within the range of cache RAM 94 and thatan appropriate tag bit has been set as described in conjunction with thecache controller 68.

[0330] The pipeline latch 527 receives an 8-bit instruction frommultiplexer 525 when enabled by a program counter enable signalPCEN.IL.IH which is generated by, for example, the ROM controller 104(or the RAM controller 88) if an instruction is being fetched by the ROM(or RAM). Since it takes more than one processing cycle to fetch aninstruction from RAM or ROM, the instruction decoding operations aretriggered by the program counter enable signal PCEN generated by therespective ROM or RAM controllers 104, 88.

[0331] On the other hand, if the instruction is executed out of a cacheRAM 94, the program counter enable signal PCEN is active at all timesand the instruction execution is performed at the full processor clockrate. Since the ROM 10 access time is much slower than cache RAM 94 orcartridge RAM access times, it is necessary for the PCEN signal to begenerated at less frequent intervals for ROM accesses than either thecorresponding cache RAM, or the dynamic or static RAM decoding enablesignal.

[0332] The instruction temporarily stored in the pipeline latch 527 isoutput to conventional instruction decoding circuitry, as schematicallyrepresented by gating circuitry 537, 539 and 543., to generate thesignals indicative of operation codes 1, 2, . . . N.

[0333] The instruction which is loaded into pipeline latch 527 is alsocoupled to look-ahead logic 551. Look-ahead logic 551 serves to providea predecoding indication of the operation code which will serve toselect appropriate registers in the Mario chip register block 76. Thus,in order to optimize the speed of execution prior to decoding theopcode, the register required to be accessed is quickly determined toenable high speed access of data that is required by the instruction.

[0334] The look-ahead logic 551 is responsive to the instruction opcodebits as well as various program decoding control flags. The instructiondecoding circuit 60 includes program control flag detector logic 543which is responsive to previously decoded operation codes to generateALT 1 and ALT 2 signals to indicate that the corresponding prefixinstructions, as described above, have been decoded. A related ALT 1 PREsignal described below is also generated by flag detector logic 543.Additionally, IL and IH signals are generated to indicate thatinstructions requiring immediate data have been decoded (where L and Erefers to low byte and high byte, respectively). The IH and IL flagsoperate to preclude the immediate data related instructions from beingdecoded as operation codes. Accordingly, not IL (IL) and not IH (IH)signals are also required to enable pipeline latch 527. ALT 1 and ALT 2signals, as previously described, serve to modify a subsequentlygenerated opcode and are input to decoding logic 537, 539, 541, etc.,as, for example, shown at gating circuit 541 to modify the output opcodein accordance with the previous discussion of these signals.

[0335] The look-ahead logic 551 generates register select signals basedon the predecoded opcodes and signals which are generated when prioroperation codes (e.g., prefix codes ALT 1 or ALT 2) are decoded. Forexample, as shown within program control flag detect logic 543, if anALT 1 signal is decoded by decoding logic 545, an ALT 1 PRE signal isgenerated, which signal is output by program control flag detector logic543 and which signal, in turn, is coupled to the look-ahead logic 531via OR gate 549. The ALT 1 PRE signal also sets ALT 1 latch 547. OR gate549 also outputs the ALT 1 signal from latch 547 and couples the ALT 1signal to decoding logic 537, 539, 541, etc.

[0336] The look-ahead logic schematically represented in FIG. 15illustrates how the four register select control bits XSEL0, XSEL1,XSEL2, and XSEL3 are generated. These four control bits are then coupledto multiplexers 620 and 622 described in conjunction with the registercontrol logic 76 in FIG. 17 which selects the contents of one of the 16registers to be output to the X bus for use by an instruction beingexecuted. Thus, an instruction prior to being loaded into the pipelinelatch 527 is coupled to look ahead decoding logic element 529 whichgenerates a register selection bit XSEL-U0 which, in turn, is latched inlatch 535 and then output as signal XSEL0. The latch 535 is enabled bythe program counter signal PCEN. Similarly, logic circuit 531 generatesXSEL_U1 which is latched in latch 533 which is output as signal XSEL1.The ALT 1 PRE signal is coupled to the various decoding logic circuits529, 531, etc., in the look-ahead logic 551 and is utilized to definethe appropriate register selected by the register control logic 76. Forexample, as shown in look-ahead circuit 551, the ALT 1 PRE signal is oneof the signals coupled to logic circuit 531 which generates XSEL-U1,which is latched in latch 533 which, in turn, outputs signal XSEL1.

[0337]FIG. 15B shows exemplary timing signals for demonstrating theoperation of look-ahead logic 551. FIG. 15B shows a clock signal CK, andan exemplary instruction opcode relating to cache RAM. data accessing.Timing signals are also shown indicating when pipeline latch 527 isloaded, when the instruction decoding operation is to be performed, whenregister select signals are generated, and when the information from theregisters are loaded on the destination Z bus.

[0338] As shown in FIG. 15B, the cache RAM data opcode (opcode 1) willbecome valid at some point in time after the rising edge of the clockpulse CK. The opcode is stored in pipeline latch 527 until, for example,the rising edge of the second clock pulse, at which time opcode 2 isloaded into the latch 527. The instruction decoder 60 begins decodingthe instruction corresponding to opcode 1, just after receiving theoutput from latch 227 at a point in time schematically represented inFIG. 18. The result of the instruction decoding will, as describedabove, appropriately couple control signals to Mario chip componentssuch as the ALU 50, cache controller 68, and plot hardware 52, etc.

[0339] The look-ahead circuit 551 shown in FIG. 15 begins the registerselect decoding process by generating a signal XSEL-U, at a point intime prior to the decoding of opcode 2. The XSEL-U0 signal representsthe output of decoding logic 529 prior to being latched in latch 535.The XSEL-0 signal is output, for example, by latch 535 at a point intime so that the data required for the instruction will be accessible asearly as possible in the instruction execution cycle for coupling to theappropriate bus as quickly as possible.

[0340] A portion of the register control logic 78 is shown in FIG. 16for generating Y and Z bus related register select signals. Multiplexer604 selects which of the 16 registers will be written from the Z bus.Multiplexer 606 selects which register feeds the Y bus.

[0341] Multiplexers 604 and 606 receive inputs from 4-bit registers 600and 602, respectively. The registers 600 and 602 are utilized inimplementing the “FROM” and “TO” prefix instructions described above.The registers 600 and 602 are respectively enabled by the decoding of“TO” and “FROM” prefixes which operate to couple the least significantbits of the instruction bus to registers 600 and 602. Register 600 and602 are cleared in response to an instruction which serves to reset thecontrol flags described above.

[0342] Multiplexers 604 and 606 additionally receive inputs from variousregisters in registers block 76. Additionally, the multiplexers 604, 606receive an input from the least significant bits on the instruction busto implement instructions whose least significant four bits define theinstruction destination or source register. Additionally, predeterminedleast significant bits from the Super NES address bus are coupled tomultiplexers 604 and 606 in order to provide the of Super NES withaccess to the register set. The multiplexers 604 and 606 select theregister feeding the Z and Y bus, respectively.

[0343]FIG. 17 shows register block 76 and additional register selectioncontrol logic embodied within the FIG. 4B register control logic 78. AFROMX register 618 is set by a FROMSET signal which is generated uponthe decoding of a FROM instruction. Upon receipt of the FROMSET signal,the contents of the Y bus is loaded into register 618. The data loadedin register 618, then becomes the data which is used in subsequentinstruction execution. The contents of register 618 is coupled as one ofthe inputs to multiplexer 622. Multiplexer 622 also receives thecontents of register R0 (which is used as a default register) as one ofits inputs.

[0344] Another input to multiplexer 622 is the output of multiplexer620. Multiplexer 620 receives as input the contents of the programcounter (i.e., register R15), inputs from registers used in executingthe MERGE instruction, and register R1 (which is used, for example, inexecuting the plot instruction). The multiplexer 620 selects one ofthese inputs based on the state of the XSEL2 and XSEL3 bits generated bythe look-ahead logic 551 shown in FIG. 15A.

[0345] An additional input to multiplexer 622 is coupled to the contentsof the Y bus to place the same data on the X bus as is on the Y bus. Asnoted previously, another input to multiplexer 622 is the output of EROMX register 618 described above. The output of multiplexer 622 isselected based on the state of the XSEL0 and XSEL1 bits generated inFIG. 15A and is coupled to the X bus.

[0346] The special purpose functions associated with many of theregister R0-R15 have been described in detail above and will not berepeated here. The output of registers R0-R3 are coupled to multiplexer608, the outputs of registers R4-R7 are coupled to multiplexer 610, theoutputs of registers R5-R11 are coupled to multiplexer 612 and theoutputs of registers R12-R15 are coupled to multiplexer 614. One of thefour respective inputs to multiplexers 608, 610, 612 and 614 areselected by the Y SEL 1 and YSEL0 bits which are output from multiplexer606 shown in FIG. 16. The outputs from multiplexer 608, 610, 612, and614 are, in turn, input to multiplexer 616. One of the four inputs tomultiplexer 616 is selected based on the state of the Y SEL 2 and Y SEL3 bits output from multiplexer 606 in FIG. 16. Multiplexer 616 has itsoutput coupled to buffer register 617, whose output is, in turn, coupledto the Y bus.

[0347] Turning to the inputs to registers R0 to R15, each register hasan enable input. selected by :ZSEL bits 0 to 3 which are generated asdescribed above in conjunction with FIG. 16. Each register also has aclock input CK and a data input DATA-IN via which data is received fromthe Z bus after being appropriately buffered.

[0348] Register R4, which is used in conjunction with various multiplyoperation, also includes disable low and disable high bit inputs andenable low and enable high bit inputs. Register R15, the program counterPC, receives a signal CCHLD from the cache loader 400 in the ROMcontroller of FIG. 13 which inhibits a jump operation until the current16 byte cache segment is loaded into cache RAM. The program counteradditionally receives a program loop pending signal LOOPEN from theinstruction decoder which indicates that a branch operation should takeplace and enables the loading of the PC with the contents of registerR13. Register R15 additionally receives a power-on reset signal RESETand an input RN which loads the program counter with the contents ofregister R13 when a loop instruction is being executed.

[0349] As indicated above, the graphics coprocessor of the presentinvention in combination with the host video game system may beadvantageously utilized to create a variety of special effectsinvolving, for example, the rotation, enlargement, and/or reduction ofpolygon-based objects. FIG. 18 is a flowchart of an exemplary Mario chipprogram for drawing a trapezoid to illustrate how the Mario chip may beprogrammed to generate a portion of a polygon-based object to bedisplayed. A Mario program for generating such a polygon is set forthbelow together with a detailed explanation as to how the Mario hardwareexecutes the program.

[0350] Turning first to the high level flowchart shown in FIG. 18,initially certain of the registers in register block R1 to R15 areassociated with variables utilized in the generation of the trapezoid(e.g., register R1 stores the pixel X position, register R2 stores thepixel Y position line, register R7 stores the trapezoid height, etc.).Thereafter, as indicated in block 650, a loop counter is set up andinitial pixel values are computed.

[0351] As indicated in block 652, a check is then made to determine thelength of one of the trapezoid horizontal lines. If the result ofsubtracting the starting point of the line from the end point of thelines is a negative value (−VE), then the routine branches to block 660.If the result of subtracting the starting point of the line from theending point of the line is a positive value which indicates that thelength of the line has not been exceeded, then a loop counter isdecremented (654) and a plot pixel instruction is executed to result inthe plotting of the appropriate pixel (656).

[0352] As indicated in block 658, a check is then made to determinewhether the contents of the loop counter is zero. If the loop counter isnot zero, then a jump is effected to branch back to block 654 todecrement the loop counter (654) and plot another pixel (656).

[0353] If the loop counter is equal to zero, then the left polygon sideX coordinate and the right polygon side X coordinate are updated (660).Thereafter, the Y HEIGHT of the trapezoid (662) is decremented (662) andif the result is not zero, then the routine will be reexecuted bybranching back to block 650 (664) and the Y coordinate is incremented soas to move to the next scan line (665). If Y HEIGHT is equal to zero,then the routine will haste been fully executed and the trapezoid willbe complete (666).

[0354] In order to illustrate the use of the Mario chip instruction setto generate graphics, an exemplary program for drawing a trapezoid toimplementing the FIG. 18 flowchart is set forth below. ; Draw trapezoidloop rx = 1 ; plot x pos ry − 2 ; plot y pos rx1 = 3 ; top left x posrx1inc − 4 ; top left x pos increment rx2 5 ; top right x pos rx2inc = 6; top right x pos increment rdy = 7 ; trapezoid y height rlen = 12 ;loop count, hline length rloop = 13 ; loop label hlines miwtrloop,hlines 2 ; set start of hline loop hlines 1 mfrom rx1 ; x =(rx1)>> 8 mto rx mhib mfrom rx2 mhib mto rlen msub rx ; length, rlen =(rx2>>8) − (rx1>>8) mbmi hlines 3 ; if rlen<0 then skip hline mnop mincrlen ; always draw one pixel hlines2 mloop ; draw hline mplot hlines3mwith rx1 ; rx1+=rx1inc madd rx1inc mwith rx2 ; rx2+=rx2inc madd rx2incmdec rdy ; rdy−=1 mbne hlines1 ; repeat rdy time minc ry ; and next ydown

[0355] To demonstrate how the Mario chip hardware operates to execute aprogram, the following explanation is directed to the trapezoidgenerating program set forth above. Prior to executing the trapezoidgenerating program, the host computer system, e.g., the Super NES,writes directly to the code bank register and into the screen baseregister, as explained above in conjunction with the description of theFIG. 5 flowchart. Additionally, the Super NES writes the low byte of theXEQ address to a local register in the ROM controller 104 which isdecoded from the Super NES address bus HA. The Super NES then writes ahigh byte to the ROM controller 104 which is combined with the contentsof the local register and coupled to the Z bus. Thereafter, the registerR15 which operates as the Mario chip program counter is enabled.

[0356] Upon detecting the trailing edge of the above Super NES writeoperation to the ROM controller 104, the Mario “GO” flag is set. If theprogram counter minus the cache base register is greater than the cachesize or if the cache flag times the program counter minus the cache baseregister divided by 16 is equal to zero, then the program countercontents are passed to ROM 10 and the ROM timing counter (FIG. 13 block406) is started.

[0357] Initially, prior to executing the draw trapezoid subroutine, thevariables used with the trapezoid loop program are associated with SuperMario registers as indicated in the initial portion of the trapezoidprogram listing, e.g., “rx” which is the “plot X position” is beassociated with register RI and variable the “rloop” is associated withregister R13.

[0358] After these register assignments are made, the trapezoid programbegins execution as follows. When the ROM timing counter 406 in the ROMcontroller 104 reaches a count of 5 (approximately 200 nanoseconds), thefirst instruction to be executed “IWT rloop, hines 2” is latched intothe pipeline register 62 shown in FIG. 4A from the ROM data bus. Thedata is simultaneously written into the cache RAM 94. In executing theinstruction “IWT rloop, hlines”, the program counter is incremented. The“IL” and “IM” flags are set to signify that the following two bytes inthe instruction stream are immediate data. When the ROM timing counter406 reaches 5, the immediate data (low byte) is written to the cache RAM94 and held in a temporary register in ROM controller 104. The ROM fetchmechanism is repeated and the high byte of the immediate data iscombined with the low byte and routed to the Z bus. Register R13 isenabled and the Z bus contents is stored therein in order to set theloop counter. From this point on in the routine, each instruction isfetched from memory until the loop instruction is encountered.

[0359] In executing the instruction FROM RX1″, the lowest four bits ofthe instruction code are loaded into the four bit “FROM Y” register 602in the register controller (See FIG. 16). Additionally, the data fromRX1 (register R3) is enabled onto the Y bus and is stored in the 16 bit“FROM X” register 618. In executing the “TO RX” instruction, the lowestfour bits of the instruction code are loaded into the four bit “enableZ” register 600 in the register controller (See FIG. 16).

[0360] The “HIB” instruction is executed by placing the sixteen bitcontents of the “FROM X” register onto the X bus. The ALU places the topbyte of the X bus onto the low byte of the Z bus and sets the top byteof the Z bus to zero. This removes the fractional part of the X positionand leaves the starting point for the first horizontal line in registerRX (register R1).

[0361] In executing the instruction “FROM RX2”, similar operations areperformed as indicated above in executing “FROM RX1” instruction. The“HIB” instruction causes operations (similar to those described above)with respect to the top right X coordinate of the trapezoid leaving theend point of the first horizontal line in register R0 (the defaultregister operating as the accumulator).

[0362] The “RLEN” instruction and the “SUB RX” instruction are executedby subtracting the start of the line from the end of line RLEN(R12)=R0−Rx. The sign flag will be set if there is a negative result toindicate an error condition.

[0363] The “BMI HLINES3” instruction is a two byte instruction, wherethe first byte sets a flag, if the sign flag is set. The second byte isthe branch offset (where R15 equals R15 plus the instruction), if theconditional flag is set. If not, R15 remains unaltered and normalprogram execution continues.

[0364] The “INC RLEN” instruction is executed such that the line lengthregister has one added to it to ensure that at least one pixel isplotted. The “LOOP” instruction operates to cause the computation ofR12=R12−1. If R12 is not zero, then RIS (the program counter) is loadedwith the contents of R13 to thereby effect a jump.

[0365] If the program at this point is in the range of the cache RAM 94,then the cache load circuit 400 will detect the jump and will continueto load the cache RAM 94 suspending execution as it does so. When it iscompleted, the program counter is loaded with its new value and thefollowing instruction is fetched from cache RAM 94.

[0366] In order to execute the “PLOT” instruction, the loop/plotinstruction pair form a horizontal line draw algorithm. The “PLOT”instruction will set the screen pixel addressed by R1, R2 (as X and Ycoordinates) to the color set in the “COLOR register” 54 shown in FIG.4A. The address of the character containing the pixel is computed byplot hardware 52. The new pixel data is held in a character line buffer(the color matrix), until the Mario chip moves onto plotting at adifferent character position. When all the color information is copiedinto the second level of the double buffer mechanism within the colormatrix, then the information is written to the external RAM.

[0367] The “WITH RX1” and “ADD RX1 INC” instructions are executed toupdate the left side X coordinate of the trapezoid. Similarly, the “WITHRX2” and “ADD RX2 INC” operates to update the right side of thetrapezoid. The “DEC RDY”, BNE, Hlinesl” and “INC RY” instructionsoperate to move onto the next Y position (the next scan line) until thetrapezoid is completed.

[0368] The following program listing exemplifies how the Mario chip maybe programmed to rotate an array of 8-bit X, Y, and Z points. Thisroutine illustrates programming for the graphics coprocessor inaccordance with an exemplary embodiment of the present invention toperform rotation operations. The listing for this routine is set forthbelow: LISTING ROTATE: ; Rotate an array of 8 bit x,y,z points ; ; by arotation matrix in the registers ; rmat1211, rmat2113, rmat2322,rmat3231, rmat0033 ; ; matrix elements are 8 bit signed fractions ; ie127 =  127/128 = approx. 1 ;   −128 = −128/128 = −1 ; these are storedcompactly as 2 8 bit elements per register rx = 1 ; x ry = 2 ; y rz = 3; z rt = 4 ; temp rmat1211 = 5 ; matrix elements 11 and 12 rmat2113 = 6; matrix elements 13 and 21 rmat2322 = 7 ; matrix elements 22 and 23rmat3231 = 8 ; matrix elements 31 and 32 rmat0033 = 9 ; matrix elements33 routptr = 10 ; ptr to rotated points buffer msh_rotpoints8 miwtr14,pointsaddr ; ROM ptr to points to be rotated miwt r12,numpoints ;Number of points to rotate miwt routptr,m_rotpnts ; RAM ptr to rotatepoints buffer mcache ; set cache addr mmove r13,pc ;init loop addrmmatrotploop mto rx ; get x mgetb minc r14 mfrom rmat1211 ; 11 mto rtmmult rx ;m11*x mto ry ; get y mgetb minc r14 mfrom rmat2113 ; 21 mhibmmult ry m21*y mto rt madd rt mto rz ; get z mget b minc r14 mfrom rmat3231 ; 31 mmult rz ;m31*z madd rt madd r0 mhib mstb (routptr) ; storerotated x minc routptr mfrom rmat1211 ; 12 mhib mto rt mmult rx ; m12*xmfrom rmat2322 ;22 mmult ry ;m22*y mto rt madd rt mfrom rmat3231 ;32mhib mmult rz ; m32*z madd rt madd r0 mhib mstb (routptr) ; storerotated y minc routptr mfrom rmat2113 ; 13 mto rt mmult rx ; m13*x mfromrmat2322 ; 23 mhib mmult ry ; m23*y mto rt madd rt mfrom rmat0033 ; 33mmult rz ; m33*z madd rt madd r0 mhib mstb (routptr) ; store rotated zmloop minc routptr

[0369]FIGS. 19, 20, and 21 exemplify some of the special effects whichmay be generated while using the programmable graphics coprocessor ofthe present invention in combination with the host computer system e.g.,the Super NES. As shown in FIG. 19, the side view of an object ie., ahelicopter, is portrayed. This figure is not intended to accuratelyreflect the high quality display that can be generated by using theMario chip. FIGS. 20 and 21 show enlarged and rotated views of thehelicopter set forth in FIG. 19. The graphics coprocessor of the presentinvention may be used to generate 3D type (and other) special effectsincluding those involving rotated and scaled polygon-based objects athigh speed, while only minimally burdening the host video gameprocessing system.

[0370] While the invention has been described and illustrated in detail,it should be understood that the detailed disclosure is for purposes ofillustration and example only. While the foregoing embodiment isconsidered to be an preferred embodiment, it should be understood thatnumerous variations and modifications may be made therein by thoseskilled in art and is intended that the following claims cover suchvariations and modifications within the spirit and scope of the presentinvention.

1. For use with a home video game system having a game microprocessorfor executing a first portion of a video game program, a game cartridgecomprising: a program memory for storing said first portion of saidvideo game program and a second portion of said video game program, anda programmable processing unit coupled to said program memory forexecuting said second portion of said video game program in response tosignals received from said game microprocessor.
 2. A game cartridgeaccording to claim 1 , further including a program memory bus coupled tosaid program memory and said programmable processing unit fortransmitting address, data and control information; a random accessmemory unit, a random access memory unit bus, coupled to said randomaccess memory unit and said programmable processing unit, fortransmitting address, data and control information; and a gamemicroprocessor bus for transmitting address, data and controlinformation between said programmable processing unit and said gamemicroprocessor.
 3. A game cartridge according to claim 2 , wherein saidprogrammable processing unit includes means for controlling access to atleast one of said program memory bus and said random access memory unitbus.
 4. A game cartridge according to claim 3 , wherein said means forcontrolling access includes mode indicating register means forindicating whether the programmable processing unit has access to atleast one of said program memory bus and said random access memory unitbus.
 5. A game cartridge according to claim 1 , wherein saidprogrammable processing unit includes means for receiving addressinformation from said game microprocessor for identifying the programmemory location storing an instruction to be executed by theprogrammable processing unit.
 6. A game cartridge according to claim 5 ,wherein said means for receiving address information includes a programmemory bank register for receiving address information identifying aprogram memory bank and a program counter for identifying a locationwithin said memory bank.
 7. A game cartridge according to claim 1 ,wherein said programmable processing unit includes status register meansfor storing a plurality of programmable processing unit statusindications including an indication that the programmable processingunit has sent an interrupt signal to the game microprocessor.
 8. A gamecartridge according to claim 1 , wherein said programmable processingunit includes an arithmetic and logic unit for executing at least someof said second portion of instructions stored in said program memory anda plotting circuit for executing at least one display relatedinstruction stored in said program memory.
 9. A game cartridge accordingto claim 8 , wherein said plotting circuit includes a conversion circuitfor converting pixel-based format data into character-based format data.10. A game cartridge according to claim 9 , wherein said plottingcircuit includes buffering means for temporarily storing character-basedformat data generated by said conversion circuit.
 11. A game cartridgeaccording to claim 8 , further including a first data source bus, asecond data source bus and a data destination bus, each of said busesbeing coupled to said arithmetic and logic unit and said plottingcircuit.
 12. A game cartridge according to claim 1 , wherein saidprogrammable processing unit further includes a cache controller and acache memory coupled to said cache controller, said programmableprocessing unit including means for executing instructions stored insaid cache memory.
 13. A game cartridge according to claim 12 , furtherincluding an instruction bus and an arithmetic and logic means, coupledto said instruction bus, for executing instructions, said cache memorybeing coupled to said instruction bus and being operable to outputinstructions to said instruction bus.
 14. A game cartridge according toclaim 1 , wherein said programmable processing unit includes a pluralityof registers, said programmable processing unit further including meansresponsive to the accessing of a predetermined one of said plurality ofregisters for automatically initiating a program memory fetchingoperation.
 15. A game cartridge according to claim 1 , wherein saidprogram memory is a read-only memory (ROM) for storing programinstructions and display data and further including a random accessmemory (RAM) coupled to said programmable processing unit.
 16. A gamecartridge according to claim 1 , wherein said programmable processingunit and said game microprocessor are operable to execute instructionsin parallel.
 17. A game cartridge according to claim 1 , wherein saidprogrammable processing unit includes a plurality of general registersand bus means for providing said game microprocessor access to saidplurality of general registers.
 18. A game cartridge according to claim1 , wherein said programmable processing unit includes means forpipelining instructions to be executed.
 19. A game cartridge accordingto claim 1 , wherein said programmable processing unit further includesmeans for decoding instructions from said second portion of said videogame program and look-ahead means for processing operation codes inadvance of the associated instruction being decoded.
 20. In aninformation processing system having a host processing unit forexecuting a videographics program stored at least in part in an externalmemory in an external memory system, said external memory systemcomprising: at least one connector for coupling said external memorysystem to said host processing system; an external memory for storing afirst set of program instructions of said videographics program forexecution by said host processing unit and for storing a second set ofinstructions of said videographics program; and a graphics processorcoupled to said external memory and coupled, in use, to said hostprocessing unit via said at least one connector, for executing saidsecond set of instructions.
 21. An external memory system according toclaim 20 , wherein said host processing unit is a video game system mainprocessing unit and said external memory system is embodied within avideo game cartridge.
 22. An external memory system according to claim20 , further including an external memory bus coupled to said externalmemory and said graphics processor for transmitting address, data andcontrol information; a random access memory unit, a random access memoryunit bus, coupled to said random access memory unit and said graphicsprocessor, for transmitting address, data and control information; and ahost processing unit bus for transmitting address, data and controlinformation between said graphics processor and said host processingunit.
 23. An external memory system according to claim 22 , wherein saidgraphics processor includes means for controlling access to at least oneof said external memory bus and said random access memory unit bus. 24.An external memory system according to claim 23 , wherein said means forcontrolling access includes mode indicating register means forindicating whether the graphics processor has access to at least one ofsaid external memory bus and said random access memory unit bus.
 25. Anexternal memory system according to claim 20 , wherein said graphicsprocessor includes means for receiving address information from saidhost processing unit for identifying the external memory locationstoring an instruction to be executed by the graphics processor.
 26. Anexternal memory system according to claim 25 , wherein said means forreceiving address information includes an external memory bank registerfor receiving address information identifying an external memory bankand a program counter for identifying a location within said memorybank.
 27. An external memory system according to claim 20 , wherein saidgraphics processor includes status register means for storing aplurality of graphics processor status indications including anindication that the graphics processor is currently in operation.
 28. Anexternal memory system according to claim 27 , wherein said statusregister means stores an indication that the graphics processor has sentan interrupt signal to the host processing unit.
 29. An external memorysystem according to claim 20 , wherein said graphics processor includesan arithmetic and logic unit for executing at least some of said secondset of instructions stored in said external memory and a plottingcircuit for executing at least one display related instruction stored insaid external memory.
 30. An external memory system according to claim29 , wherein said plotting circuit includes a conversion circuit forconverting pixel-based format data into character-based format data. 31.An external memory system according to claim 30 , wherein said plottingcircuit includes buffering means for temporarily storing character-basedformat data generated by said conversion circuit.
 32. An external memorysystem according to claim 29 , further including a first data sourcebus, a second data source bus and a data destination bus, each of saidbuses being coupled to said arithmetic and logic unit and said plottingcircuit.
 33. An external memory system according to claim 20 , whereinsaid graphics processor includes a first data source bus, a second datasource bus and a data destination bus.
 34. An external memory systemaccording to claim 20 , said graphics processor further including acache controller and a cache memory coupled to said cache controller,said graphics processor including means for executing instructionsstored in said cache memory.
 35. An external memory system according toclaim 34 , further including an instruction bus and an arithmetic andlogic means coupled to said instruction bus for executing instructions,said cache memory being coupled to said instruction bus and beingoperable to output instructions to said instruction bus.
 36. An externalmemory system according to claim 20 , wherein said graphics processorincludes a plurality of registers, said graphics processor furtherincluding means responsive to the accessing of a predetermined one ofsaid plurality of registers for automatically initiating an externalmemory fetching operation.
 37. An external memory system according toclaim 20 , wherein said external memory is a program read-only memory(ROM) and further including a random access memory (RAM) coupled to saidgraphics processor.
 38. An external memory system according to claim 20, wherein said graphics processor and said host processing unit areoperable to execute instructions in parallel.
 39. An external memorysystem according to claim 20 , wherein said graphics processor includesa plurality of general registers and bus means for providing said hostprocessing unit access to said plurality of general registers.
 40. Anexternal memory system according to claim 20 , wherein said graphicsprocessor includes means for pipelining instructions being executed. 41.An external memory system according to claim 20 , wherein said graphicsprocessor includes means for decoding said second set of instructions,and look-ahead means for processing operation codes in advance of theassociated instruction being decoded.
 42. An external memory systemaccording to claim 20 , wherein said information processing systemincludes a display for displaying an object and wherein said second setof instructions includes instructions for rotating said object, saidgraphics processor includes means for executing said instructions forrotating said object.
 43. A video game system for use with a televisiontype display comprising: a game microprocessor for executinginstructions of a video game program, and a picture processing unitcoupled to said game microprocessor for performing picture processingtasks under the control of said game microprocessor; a program memoryfor storing said video game program; and a programmable graphicsprocessor coupled tc said program memory and connected in use to saidgame microprocessor for executing at least some of said video gameprogram instructions.
 44. A video game system according to claim 43 ,further including a program memory bus coupled to said program memoryand said programmable graphics processor for transmitting address, dataand control information; a random access memory unit, a random accessmemory unit bus, coupled to said random access memory unit and saidprogrammable graphics processor for transmitting address, data andcontrol information; and a game microprocessor bus for transmittingaddress, data and control information between said programmable graphicsprocessor and said game microprocessor.
 45. A video game system to claim44 , wherein said programmable graphics processor includes means forcontrolling access to at least one of said program memory bus and saidrandom access memory unit bus.
 46. A video game system according toclaim 45 , wherein said means for controlling access includes modeindicating register means for indicating whether the programmablegraphics processor has access to at least one of said program memory busand said random access memory unit bus.
 47. A video game systemaccording to claim 43 , wherein said programmable graphics processorincludes means for receiving address information from said gamemicroprocessor for identifying the program memory location storing aninstruction to be executed by the programmable graphics processor.
 48. Avideo game system according to claim 47 , wherein said means forreceiving address information includes a program memory bank registerfor receiving address information identifying a program memory bank anda program counter for identifying a location within said memory bank.49. A video game system according to claim 43 , wherein saidprogrammable graphics processor includes status register means forstoring a plurality of programmable graphics processor statusindications including an indication that the programmable graphicsprocessor has sent an interrupt signal to the game microprocessor.
 50. Avideo game system according to claim 43 , wherein said programmablegraphics processor includes an arithmetic and logic unit for executingat least some of said second portion of instructions stored in saidprogram memory and a plotting circuit for executing at least one displayrelated instruction. stored in said program memory.
 51. A video gamesystem according to claim 50 , wherein said plotting circuit includes aconversion circuit for converting pixel-based format data intocharacter-based format data.
 52. A video game system according to claim43 , wherein said programmable graphics processor further includes acache controller and a cache memory coupled to said cache controller,said programmable graphics processor including means for executinginstructions stored in said cache memory, whereby said graphicsprocessor and said game microprocessor are able to execute instructionsin parallel.
 53. A video game system according to claim 43 , whereinsaid programmable graphics processor includes a plurality of registers,said graphics processor further including means responsive to theaccessing of a predetermined one of said plurality of registers forautomatically initiating a program memory fetching operation.
 54. Avideo game system according to claim 43 , wherein said graphicsprocessor includes a plurality of general registers and bus means forproviding said game microprocessor access to said plurality of generalregisters.
 55. A video game system according to claim 43 , wherein saidgame microprocessor and picture processing unit are embodied in a videogame system main processing unit and said program memory and graphicsprocessor are embodied within a video game cartridge.
 56. For use in aninformation processing system having a first processing unit forexecuting at least a first portion of a videographics program stored inan external memory, a programmable graphics processor comprising: meansfor receiving instructions from a second portion of said videographicsprogram from said external memory; and means for executing at least saidsecond portion of said videographics programs.
 57. A programmablegraphics processor according to claim 56 , wherein said informationprocessing system further includes an external memory bus coupled tosaid external memory and said graphics processor for transmittingaddress, data and control information; a random access memory unit, arandom access memory unit bus, coupled to said random access memory unitand said graphics processor, for transmitting address, data and controlinformation; and a first processing unit bus for transmitting address,data and control information between said graphics processor and saidfirst processing unit.
 58. A programmable graphics processor accordingto claim 57 , wherein said graphics processor includes means forcontrolling access to at least one of said external memory bus and saidrandom access memory unit bus.
 59. A programmable graphics processoraccording to claim 58 , wherein said means for controlling accessincludes mode indicating register means for indicating whether thegraphics processor has access to at least one of said external memorybus and said random access memory unit bus.
 60. A programmable graphicsprocessor according to claim 56 , further including means for receivingaddress information from said first processing unit for identifying theexternal memory location storing an instruction to be executed by thegraphics processor.
 61. A programmable graphics processor according toclaim 60 , wherein said means for receiving address information includesa external memory bank register for receiving address informationidentifying an external memory bank and a program counter foridentifying a location within said memory bank.
 62. A programmablegraphics processor according to claim 56 , wherein said graphicsprocessor includes status register means for storing a plurality ofgraphics processor status indications including an indication that thegraphics processor is currently in operation, and an indication that thegraphics processor has sent an interrupt signal to the first processingunit.
 63. An external memory system according to claim 56 , wherein saidgraphics processor includes an arithmetic and logic unit for executingat least some of said second portion of said videographics programstored in said external memory and a plotting circuit for executing atleast one display related instruction stored in said external memory.64. A programmable graphics processor according to claim 63 , whereinsaid plotting circuit includes a conversion circuit for convertingpixel-based format data into character-based format data.
 65. Aprogrammable graphics processor according to claim 63 , furtherincluding a first data source bus, a second data source bus and a datadestination bus, each of said buses being coupled to said arithmetic andlogic unit and said plotting circuit.
 66. A programmable graphicsprocessor according to claim 56 , further including a cache controllerand a cache memory coupled to said cache controller, and means forexecuting instructions stored in said cache memory.
 67. A programmablegraphics processor according to claim 66 , further including aninstruction bus and an arithmetic and logic means, coupled to saidinstruction bus, for executing instructions, said cache memory beingcoupled to said instruction bus and being operable to outputinstructions to said instruction bus.
 68. A programmable graphicsprocessor according to claim 56 , further including a plurality ofregisters, and means responsive to the accessing of a predetermined oneof said plurality of registers for automatically initiating an externalmemory fetching operation.
 69. A programmable graphics processoraccording to claim 56 , wherein said graphics processor is operable toexecute instructions in parallel with said first processing unit.
 70. Aprogrammable graphics processor according to claim 56 , wherein saidgraphics processor includes a plurality of general registers and busmeans for providing said first processing unit access to said pluralityof general registers.
 71. A programmable graphics processor according toclaim 56 , wherein said graphics processor includes means for pipelininginstructions being executed.
 72. A programmable graphics processoraccording to claim 56 , further including means for decodinginstructions from said second portion of said videographics program andlook-ahead means for processing instruction operation codes in advanceof the associated instruction being decoded.
 73. A programmable graphicsprocessor according to claim 56 , wherein said means for executing isoperable to execute a prefix instruction, and an immediately followinginstruction, and wherein said prefix instruction serves to modify theoperation initiated by said immediately following instruction.
 74. Aprogrammable graphics processor according to claim 56 , wherein saidinformation processing system includes a display for displaying anobject and wherein said second portion of said videographics programinclude instructions for rotating said object, said means for executingbeing operable to execute said instructions for rotating said object.75. A programmable processor comprising: means for executing at leastone instruction; a status register for storing a plurality of statusconditions; an instruction decoder responsive to the state of at leastone of said status conditions for causing said at least one instructionto control said means for executing to initiate a first operation ifsaid status register is one state and for causing said means forexecuting to initiate a second operation if said status register is in asecond state.
 76. A programmable processor according to claim 75 ,wherein said first operation is an add operation and said secondoperation is an add with carry operation.
 77. A programmable processoraccording to claim 75 , wherein said status register is set to apredetermined state in response to a prefix instruction.
 78. For use inan information processing system having a display for displaying atleast one object and having a first processing unit for executing atleast a first portion of a videographics program stored in an externalmemory, said external memory storing a second portion of saidvideographics program including instructions relating to rotating saidobject, a programmable graphics processor comprising: means forreceiving instructions from said second portion of said videographicsprogram from said external memory; and means for executing saidinstructions from said second portion of said videographics program,whereby said graphics processor coacts with said first processing unitto control rotation of displayed objects.
 79. A programmable graphicsprocessor according to claim 78 , wherein said means for executingincludes plotting circuitry for converting pixel-based format data intocharacter-based format data.